Any shots?Stitch said:That's why I'm using SGSSAA
No vaseline, almost no jaggies
That tends to look the best, but performance takes a massive hit.
Any shots?Stitch said:That's why I'm using SGSSAA
No vaseline, almost no jaggies
Iztli said:
I hear you, my exact thoughts as well.Iztli said:
Yes super soldier runs give you credit for veteran. It's very nice.RoboPlato said:So I thought I had made it through my first playthrough without encountering any major glitches but I just finished my second playthrough and realized I hadn't played most of a chapter near the end because the section got skipped.After the on rails section after being pulled out of the river the game skipped me to watching Central Park rise. It made sense too since all of those tentacles started coming out of the ground. It was kind of cool playing a new section on a replay but that's still a pretty major glitch. I liked the section in the building before the park rises though.
Also, I don't know if it's just placebo effect but the game looks a tad bit sharper on PS3 after the patch. I don't think it's a resolution raise but it seems almost like the vaseline filter was toned down a bit. Was there anything like that in the patch notes? The shadows are noticeably better, which they did mention in the notes.
Also, does progress on Supersolider count towards finishing chapters on Veteran? I'd rather do a Veteran run first if the difficulty trophies don't stack.
Koralsky said:Played PS3 version after the last patch for a couple of hours (on supersoldier difficulty) - didn't see any difference in AI behavior - bad guys continue to are brainless as fuck.
Also, i didn't find the shadow quality (or rendering) to be any different.
After the patch these two elements should be improved.
Yeah, the patch just slightly improved pathfinding and they don't kill themselves with grenades as often.Tom Penny said:A.I. is still dumb as rocks. They shouldn't get stuck on dumb shit as much. I have seen it less for sure.
Yep, that's about right. I'm guessing this level is later on? Apparently it's not going to get any betterIztli said:
Iztli said:
The movement is a huge improvement outside of the decrease in player speed. But I disagree that it's a better-looking game aesthetically. C2 is pretty generic and boring, due mostly to the setting.mickcenary said:Also, looking at the posted Crysis 1 videos, C2 looks far better from an aesthetic design point of view, in my opinion; the way the nanosuit moves, the vantage point of the weapons and how they bob and sway on-screen, etc - FAR better in my eyes.
Looks like he's having a seizure when he runs, no thanks.Crunched said:
Heavy said:Looks like he's having a seizure when he runs, no thanks.
Yeah, I agree. But the gun movement is excellent -- maybe the best I've ever seen.Heavy said:Looks like he's having a seizure when he runs, no thanks.
mickcenary said:Also, looking at the posted Crysis 1 videos, C2 looks far better from an aesthetic design point of view, in my opinion; the way the nanosuit moves, the vantage point of the weapons and how they bob and sway on-screen, etc - FAR better in my eyes.
Crunched said:The movement is a huge improvement outside of the decrease in player speed. But I disagree that it's a better-looking game aesthetically. C2 is pretty generic and boring, due mostly to the setting.
My ideal first person movement in a game like this would be a mix of the gun bobbing and handling from that mod, likewise for movement speed, with less head bobbing (something with that much shaking would make me vomit), and the ledge grabbing and suit control of Crysis 2.
;;;;;;;;;;;;;;;;;;;;;;;;;
; Player / suit movement
;;;;;;;;;;;;;;;;;;;;;;;;;
pl_health.normal_threshold_time_to_regenerateSP = 3
pl_health.normal_regeneration_rateSP = 300
pl_freeFallDeath_fadeTimer = 1
pl_cover_and_lean.num_detection_rays = 20
pl_movement.crouch_SpeedScaleWithoutNanosuit = 1
pl_movement.nonCombat_heavy_weapon_crouch_speed_scale = 1
pl_movement.nonCombat_heavy_weapon_speed_scale = 0.85
pl_movement.nonCombat_heavy_weapon_sprint_scale = 1.35
pl_movement.nonCombat_heavy_weapon_strafe_speed_scale = 0.95
pl_movement.speedScaleWithoutNanosuit = 1.3
pl_movement.sprint_SpeedScaleWithoutNanosuit = 1.9
pl_movement.sprint_timeInAirToStopSprinting = 0.35
pl_movement.strafe_SpeedScaleWithoutNanosuit = 0.95
pl_nano_vision.max_distance_visible = 300
pl_clientInertia = 55
cl_bobHeight = 0.079
cl_bobMaxHeight = 0.099
cl_bobWidth = 0.105
cl_speedToBobFactor = 0.402
cl_bobSprintMultiplier = 1.21
When I first started the game that's what I had it on. Might try that again, could be the perfect balance.JoeBoy101 said:SWhat about PostMSAA=1? I find it does little blur harm for alot of jaggie help.
sys_MaxFPS = 60
sys_spec = 4
sys_spec_Full = 4
sys_spec_ObjectDetail = 4
sys_spec_Shading = 4
sys_spec_VolumetricEffects = 4
sys_spec_Shadows = 4
sys_spec_Texture = 4
sys_spec_Physics = 4
sys_spec_PostProcessing = 4
sys_spec_Particles = 4
sys_spec_Sound = 4
sys_spec_Water = 4
sys_spec_GameEffects = 4
sys_spec_Quality = 4
sys_spec_Shadows = 3
sys_spec_Quality = 4
q_Renderer = 4
q_ShaderFX = 4
q_ShaderGeneral = 4
q_ShaderGlass = 4
q_ShaderHDR = 4
q_ShaderIce = 4
q_ShaderMetal = 4
q_ShaderPostProcess = 4
q_ShaderShadow = 4
q_ShaderSky = 4
q_ShaderTerrain = 4
q_ShaderVegetation = 4
r_displayInfo = 1
r_DepthOfFieldBokehQuality = 1
g_SkipIntro = 1
r_DrawNearFoV = 78
e_WaterOcean = 1
gpu_Particle_Physics = 1
p_Players_Can_Break = 1
g_infiniteSuitEnergy = 1
g_logSuitEnergyNetworking = 1
g_nanoSuitEnableSuitShapeDeformation = 1
e_DeformableObjects = 1
e_PrepareDeformableObjectsAtLoadTime = 1
e_TerrainDeformations = 1
e_TerrainDetailMaterials = 1
g_no_breaking_by_objects = 0
g_procedural_breaking = 1
pl_impulseEnabled = 1
g_no_secondary_breaking = 0
r_Rain = 2
r_RainDropsEffect = 2
r_RainIgnoreNearest = 0
r_Reflections = 2
r_ReflectionsQuality = 3
r_RefractionPartialResolves = 0
pl_health.normal_threshold_time_to_regenerateSP = 1
pl_health.normal_regeneration_rateSP = 900
pl_freeFallDeath_fadeTimer = 5
pl_movement.speedScaleWithoutNanosuit = 1.3
pl_nano_vision.max_distance_visible = 500
pl_clientInertia = 55
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Crysis 2 HD - game effects ;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
g_battleDust_enable = 1
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Crysis 2 HD - objectdetail ;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
ca_AttachmentCullingRation = 600
;ca_DrawFaceAttachments = 1
e_DecalsAllowGameDecals = 1
e_DecalsLifeTimeScale = 4
e_Dissolve = 2
e_LodMin = 0
e_LodRatio = 10
;e_Lods = 0
e_MaxViewDistSpecLerp = 2
e_ObjQuality = 4
e_OcclusionCullingViewDistRatio = 2
e_ProcVegetation = 1
e_TerrainDetailMaterialsViewDistXY = 4096
e_TerrainDetailMaterialsViewDistZ = 256
e_TerrainOcclusionCullingMaxDist = 200
e_VegetationBending = 1
e_VegetationMinSize = 0
e_VegetationSpritesDistanceCustomRatioMin = 2
e_VegetationSpritesDistanceRatio = 3
e_ViewDistMin = 80
e_ViewDistRatio = 200
e_ViewDistRatioCustom = 400
e_ViewDistRatioDetail = 150
e_ViewDistRatioLights = 100
e_ViewDistRatioVegetation = 200
e_streamCgf = 0
es_DebrisLifetimeScale = 2
sys_flash_curve_tess_error = 1
e_ParticlesEmitterPoolSize = 8192
e_ParticlesMaxScreenFill = 256
e_ParticlesMinDrawPixels = 0.5
e_ParticlesObjectCollisions = 6
e_ParticlesPoolSize = 16384
e_ParticlesQuality = 4
r_UseSoftParticles = 1
e_CullVegActivation = 100
e_FoliageWindActivationDist = 50
e_PhysFoliage = 1
e_PhysOceanCell = 0.25
es_MaxPhysDist = 100
es_MaxPhysDistInvisible = 100
g_breakage_particles_limit = 120
g_joint_breaking = 1
g_tree_cut_reuse_dist = 0
p_gravity_z = -13
p_joint_damage_accum = 2
p_joint_damage_accum_threshold = 0.4
p_max_MC_iters = 12000
p_max_object_splashes = 8
p_max_substeps_large_group = 10
p_num_bodies_large_group = 200
p_splash_dist0 = 24
p_splash_dist1 = 60
p_splash_force0 = 20
p_splash_force1 = 200
p_splash_vel0 = 9
p_splash_vel1 = 20
v_vehicle_quality = 4
e_DynamicLightsMaxEntityLights = 70
e_GI = 1
e_GIMaxDistance = 200
e_GINumCascades = 1
e_SkyUpdateRate = 1
e_TerrainAo = 1
e_TerrainNormalMap = 1
e_VegetationUseTerrainColor = 0
r_DetailDistance = 150
r_DetailNumLayers = 2
r_EnvTexUpdateInterval = 0.025
r_EyeAdaptationBase = 0.2
r_EyeAdaptationFactor = 1
r_HDRBlueShift = 1
r_HDRBrightThreshold = .5
r_HDRGrainAmount = 0.1
r_HDRLevel = .5
r_HDROffset = 5
r_HDRRendering = 2
r_SSAOQuality = 3
r_SSAO = 3
r_TexturesFilteringQuality = 0
r_UsePom = 1
r_refraction = 1
e_Shadows = 1
e_ShadowsCastViewDistRatio = 0.9
e_ShadowsMaxTexRes = 1024
e_ShadowsOnAlphaBlend = 1
r_ShadowJittering = 2.5
r_ShadowsMaskResolution = 0
r_glow = 0
r_DynTexAtlasCloudsMaxSize = 64
r_DynTexAtlasSpritesMaxSize = 64
r_DynTexMaxSize = 160
r_EnvCMResolution = 2
r_EnvTexResolution = 3
r_ImposterRatio = 0.5
r_TexAtlasSize = 4096
;r_TexBumpResolution = 0
;r_TexResolution = 0
r_TexSkyResolution = 0
;r_TexturesStreaming = 0
r_VegetationSpritesTexRes = 128
e_Clouds = 1
r_Beams = 1
r_BeamsDistFactor = 0.001
r_BeamsMaxSlices = 225
r_CloudsUpdateAlways = 1
e_WaterOceanFFT = 1
e_WaterTesselationAmount = 50
e_WaterTesselationSwathWidth = 50
q_ShaderWater = 4
r_WaterReflections = 1
r_WaterReflectionsMinVisiblePixelsUpdate = 0.025
r_WaterReflectionsQuality = 3
r_WaterUpdateDistance = 0.02
r_WaterUpdateFactor = 0.025
r_GlowAnamorphicFlares = 0
r_MotionBlurMaxViewDist = 100
r_MotionBlurShutterSpeed = 0.091
r_RainMaxViewDist_Deferred = 200
r_UseEdgeAA = 0
r_TexMaxAnisotropy = 16
r_PostMSAA = 0
r_PostMSAAEdgeFilterNV = 0
r_colorgrading = 1
r_sunshafts = 1
con_Restricted = 0
cl_fov=78
pl_movement.power_sprint_targetFov=78
hud_hide = 1
Yeah, I have that on mine, but I don't see any difference in speed. I had to turn off the head bobbing completely because it was giving me a migraine + motion sickness.Nekrono said:You guys should add this to your config:
Taken from the OP.
I have to say that alone made the game so much better for me, you should be able to tweak it if it's too much or too subtle.
Crunched said:
I'd say KZ2 and 3 are great examples of satisfying gun movement visually, but the Crysis mod beats them because it's far more responsive. I actually haven't played KZ3 as of yet, but if it's anything like 2, the input delay takes away more than the weight of the guns adds. I love watching people play KZ2, but I hate playing it myself. If you ever get a chance, try out that Crysis mod. It not only looks great, but it feels great as well.mickcenary said:Woah. That actually looks fucking incredible; movement like that is my type of thing. The way the gun darts about is rad. Tone it down maybe a little and it'd be perfect.
I think I prefer the movement/feel of KZ2/KZ3 the most. If you've played KZ3 with the Playstation Move, the way the gun contorts on the screen is very well done, albeit not as dramatic as that mod. As has been said, I'd definitely want to play a game that moved like that in a lush jungle setting.
And from a 2007 game, too.mickcenary said:Actually, don't tone it down at all . I just watched the whole thing and it. Looks. Insane.
It looks more next-gen than next-gen.
Tried that mod (the newest version) and I couldn't play at all. Aiming is jerky, you can't see what you're doing, etc. But maybe that's just me.Crunched said:The movement is a huge improvement outside of the decrease in player speed. But I disagree that it's a better-looking game aesthetically. C2 is pretty generic and boring, due mostly to the setting.
There was an incredible flow graph mod for C1 that blows even C2 out of the water. It had a big problem with blur though, and I could never get it working outside the level editor.
This sucker right here
This is perhaps a better video
My ideal first person movement in a game like this would be a mix of the gun bobbing and handling from that mod, likewise for movement speed, with less head bobbing (something with that much shaking would make me vomit), and the ledge grabbing and suit control of Crysis 2.
The excessive blur kills it. I can't deal with the head bobbing, but others might be okay with that. The aiming though? It is perfect. I love the way the gun moves.NotTarts said:Tried that mod (the newest version) and I couldn't play at all. Aiming is jerky, you can't see what you're doing, etc. But maybe that's just me.
I was waiting for this one to be posted. How could anyone think this nonsense looks good or even playable? Completely nauseating and a perfect example of why most modders will never be successful game developers.Crunched said:
You're taking this out of context, and I'm afraid the discussion now will stem from the points you're trying to make. I posted it mainly to highlight the gun movement, which is excellent. The sharpening filter and head bobbing, as I've noted earlier, are awful.luka said:I was waiting for this one to be posted. How could anyone think this nonsense looks good or even playable? Just nauseating and perfect example of why most modders will never be successful game developers.
True enough. It's really hard for me to work out exactly how the gun is moving relative to the camera with all the ridiculous headbobbing going on though.Crunched said:You're taking this out of context, and I'm afraid the discussion now will stem from the points you're trying to make. I posted it mainly to highlight the gun movement, which is excellent. The sharpening filter and head bobbing, as I've noted earlier, are awful.
Proc said:I need to replay Crysis on my new rig. I never played Warhead, would it be better if I played that instead?
Crunched said:I'd say KZ2 and 3 are great examples of satisfying gun movement visually, but the Crysis mod beats them because it's far more responsive. I actually haven't played KZ3 as of yet, but if it's anything like 2, the input delay takes away more than the weight of the guns adds. I love watching people play KZ2, but I hate playing it myself. If you ever get a chance, try out that Crysis mod. It not only looks great, but it feels great as well.
And from a 2007 game, too.
I've never been able to get weapon movement as dramatic as that mod by editing cvar values. I wish I could. You can achieve a slight weapon bob, but that mod adds motion through the arms of the player character. It's more obvious when looking through the scope, how it's not always rigidly level. I haven't been able to do that on my own.luka said:True enough. It's really hard for me to work out exactly how the gun is moving relative to the camera with all the ridiculous headbobbing going on though.
Crysis does have a 'lazy weapon' cvar to achieve a similar effect.
Oh nice. I'm going to have to try that.RoboPlato said:My roommate just discovered the control option that allows you to put melee on O and crouch as toggle on the right stick. Such a huge improvement, especially for charged throws.
PS3 framerate in early sections is definitely improved after the patch. I'm watching it right now and I just played it yesterday and it was a lot slower It's a lot more like the later sections of the game. It always bothered me how bad those sections performed, even though they have little going on. It's still not perfect though. I just wish they would fix the stretched HUD. The oval shotgun crosshair is really annoying.
Er, was the picture you posted earlier supposed to be demonstrating the vaseline blur? It didn't look blurry at all.neoism said:lol nevermind I put on postmsaa = 1 and it looks so much better.
That's debatable. I thought it felt like an above average user mod. :\Ysiadmihi said:Warhead is a better game than Crysis 1 itself.
I just wrapped up a playthrough of it myself and now want an actual sequel to Crysis.
I would say the same of the default AA implementation on Extreme.Stitch said:The screens actually look like ass... not sure why, it looks better in motion :-/
dark10x said:That's debatable. I thought it felt like an above average user mod. :\
Zomba13 said:I decided to play some Crysis 2 in 3D with no HUD and it was pretty awesome. I'm still shocked that I'm playing on the highest with a bit of cfg editing to make stuff a bit better for me and I'm getting no loss of FPS in 3D mode. I don't understand how. I wouldn't believe it if I hadn't had fraps running. Does anyone know why this is? In most games I play with 3D on I get some FPS drop at the least and on others I get half the FPS than 2D (like AC:B).
dark10x said:That's debatable. I thought it felt like an above average user mod. :\
raphier said:Whose brilliant idea it was to make that when I receive a hit, my suit energy drains like macaroni cheese up my mouth? And then I can't fucking move because my energy is ZERO. Fuck you crytek, don't mess health with suit power! (no armor mode initiated)
Ah, that explains why I get a feeling of more depth from other games than I do this.Cuban Legend said:The 3D is built into the games engine.
Instead of being a product of unoptimized NVIDIA Driver Level-Based 3D or Dolphin Emulator's z-Based 3D. Both of which have noticeably more depth accuracy as a result.