So I recently upgraded (rather forcibly) to a Radeon 5770, and I reinstalled Crysis. I can run the game at a stable 30fps with the settings cranked to Very High.
I want to commit to this game, having owned but never played past the first level, but I wanted to know the best way to optimize this game. Wasn't there a mod that was supposed to offer the same level of visuals but also reduce the resources?
Also, is there any way to play the game at 1920x1080 without black borders?
Finally, I hate the default 360 controls. Is there a way to customize them?
Your monitor has a 16:10 ratio (max resolution 1920x1200 right?) and not 16:9.
Gotta buy a 16:9 one.
I'm playing it through my Samsung '45 LCD. It can max at 1920x1080 for PC.
Oh, it's a TV.
Yeah, PC to TV's are fucked regarding aspect ratios. You need advice I can't give.
Perhaps asking someone at the widescreenforums would yield positive results.
Also urr, what is your computer config besides the new Radeon?
Sometimes its the settings on your TV itself to get it to work with the PC and format the aspect ratios correctly.
I figured this one out. I basically had to keep hitting ALT+Enter until it filled up the borders. Still trying to sort out the audio issue, although I recently raised my audio quality in the volume control panel to its max setting, so I'll have to check back and see if that fixed anything.
Also, is there any advantage to launching the game on the x64 bin folder vs x32? I downloaded a no-CD patch so I could just start the game up any time, but it only works if you launch from x32.
Eh, audio is still choppy when coming from the center speaker, be it music or dialog. I read a couple of configurations that are supposed to raise the audio quality, but does anyone know the best method?
I never noticed much of a difference between the 32- and 64-bit executables, myself. I think a few effects are enabled...
No, they are, for most practical purposes, the same for this game. One just has twice the bitiness.
Zxerol on
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-Loki-Don't pee in my mouth and tell me it's raining.Registered Userregular
edited March 2010
I decided to actually play some Warhead last night and man, I forgot how good the games were. Ploughed through the first mission before I went to watch some TV. They sure bumped up the pretties though, and there was probably more action in that one mission than 3 or 4 missions in the original. I like the new cutscene style too. I was never a fan of keeping cutscenes in first person.
-Loki- on
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-Loki-Don't pee in my mouth and tell me it's raining.Registered Userregular
edited March 2010
Sorry to double post, but there's some screenshots of the PS3 and 360 version going around. It actually looks quite good, though if you enlarge the images the textures are pretty low res. I guess the PC version will have some higher res textures.
There's a guy who I thought was Prophet at first, but I think the voice is different, so I'm not sure if it's supposed to be him or a new character.
It's the GDC. It's a conference for Game Developers. The team behind Crysis will mostly be hocking their engine, not so much tantalizing future buyers.
That was Prophet, but doesn't necessarily mean he's in the game, could just be a re-used facial model from the first game. He probably will be though, given how Crysis ended. Psycho will probably be in there as well.
I'm liking the extra destructibility though. Before things like concrete couldn't be destroyed, looks like it will be here. Although I suspect it'll be limited in terms of which buildings you can and can't procedurally destroy.
subedii on
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Waka LakaRiding the stuffed UnicornIf ya know what I mean.Registered Userregular
edited March 2010
Every time Crytek release another video, they make every other developer seem like they are 2 or 3 years behind.
Every time Crytek release another video, they make every other developer seem like they are 2 or 3 years behind.
Graphics aren't everything. Now if you took the Crytek people and gave them Valve's game designers and Bioware's writers... man.
Yes, we'd finally trash those wide open levels with a million different approaches. In their place we'd get a narrow trip down a corridor with doors we can't open and chest-high walls we can't scale because, well, that would break the game.
And of course 2/3rds of the way through the game you would turn out to be one of the aliens and then you'd have to decide which of your squadmates to have sex with. And you'd stop your quest to save the earth every 15 minutes to find someone's lost watermelon.
Every time Crytek release another video, they make every other developer seem like they are 2 or 3 years behind.
Graphics aren't everything. Now if you took the Crytek people and gave them Valve's game designers and Bioware's writers... man.
Yes, we'd finally trash those wide open levels with a million different approaches. In their place we'd get a narrow trip down a corridor with doors we can't open and chest-high walls we can't scale because, well, that would break the game.
And of course 2/3rds of the way through the game you would turn out to be one of the aliens and then you'd have to decide which of your squadmates to have sex with. And you'd stop your quest to save the earth every 15 minutes to find someone's lost watermelon.
I'd quote that for awesome, but I'd probably get eaten alive in the awesome thread forum. But it's more true than awesome anyway.
Every time Crytek release another video, they make every other developer seem like they are 2 or 3 years behind.
Graphics aren't everything. Now if you took the Crytek people and gave them Valve's game designers and Bioware's writers... man.
Yes, we'd finally trash those wide open levels with a million different approaches. In their place we'd get a narrow trip down a corridor with doors we can't open and chest-high walls we can't scale because, well, that would break the game.
And of course 2/3rds of the way through the game you would turn out to be one of the aliens and then you'd have to decide which of your squadmates to have sex with. And you'd stop your quest to save the earth every 15 minutes to find someone's lost watermelon.
You stop your hating on my dream to fuck those chest high walls
Crysis is an extraordinarily fun game. I love Valve's games too, but they aren't necessarily better in the single-player arena. Just different focuses.
Crysis is an extraordinarily fun game. I love Valve's games too, but they aren't necessarily better in the single-player arena. Just different focuses.
Honestly I wasn't thinking Valve's very limited map design, I was more thinking the general design philosophy. Valve approaches a game like "here is idea, master it through repetition". Some sort of obstacle course to train players on how to use the suit would have been really nice in Crysis.
Crysis is an extraordinarily fun game. I love Valve's games too, but they aren't necessarily better in the single-player arena. Just different focuses.
Honestly I wasn't thinking Valve's very limited map design, I was more thinking the general design philosophy. Valve approaches a game like "here is idea, master it through repetition". Some sort of obstacle course to train players on how to use the suit would have been really nice in Crysis.
Then go off the deep end onto the island.
Yeah, this is pretty true.
I actually started playing Crysis Warhead after not having touched anything Crysis-related in.. a year? Or thereabouts.
It does take a little while to get used to the various intricacies of the suit, and that's after having played the first game from beginning to end at least twice.
vsove on
WATCH THIS SPACE.
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DrakeEdgelord TrashBelow the ecliptic plane.Registered Userregular
edited March 2010
Hell, I'm really excited over the possibility of the Crytek guys and GSC Game World working together to put out a STALKER game. The awesome potential in that mashup makes me gooey inside.
Crysis is an extraordinarily fun game. I love Valve's games too, but they aren't necessarily better in the single-player arena. Just different focuses.
Honestly I wasn't thinking Valve's very limited map design, I was more thinking the general design philosophy. Valve approaches a game like "here is idea, master it through repetition". Some sort of obstacle course to train players on how to use the suit would have been really nice in Crysis.
Then go off the deep end onto the island.
Yeah, this is pretty true.
I actually started playing Crysis Warhead after not having touched anything Crysis-related in.. a year? Or thereabouts.
It does take a little while to get used to the various intricacies of the suit, and that's after having played the first game from beginning to end at least twice.
Odd. I had a few months break after playing through Crysis once, and not only did I fall right back into my old suit routine, I found myself doing stuff I never considered in Crysis. I started sneaking up to guys and grabbing them, using the suit to throw explosive barrels further and using strength and speed to jump walls and flank enemies.
-Loki- on
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Waka LakaRiding the stuffed UnicornIf ya know what I mean.Registered Userregular
Every time Crytek release another video, they make every other developer seem like they are 2 or 3 years behind.
Graphics aren't everything. Now if you took the Crytek people and gave them Valve's game designers and Bioware's writers... man.
This is understandable, the Crysis plot fills like a gap filler, but it's still functional. I'm just as excited as to what other developers can do once they jump ship from Unreal Engine and have the story and graphics combined.
I also saw Crysis 2 on the cover of EDGE and one of the xbox magazines, though it seems to just be about the same presentation that was covered by PSM and PC gamer a couple months ago.
That trailer told me surprisingly little, other than I still dislike the new suit design.
Ah well, guess we'll have to wait until E3 for something a bit more solid. I'm hoping they push the scenery destructibility to the kinds of levels you see in BFBC2. Crysis was noted for it's dynamic destruction, but that was only on tin-shacks and trees.
Not sure whether we'd see that kind of level of destruction though, it might be pushing things a bit where the game was already straining resources doing other things (like pretty much rendering whole islands).
BFBC's destructibility + Crysis' awesome visuals (dense forests, snow effects and shaders) would pretty much be the ultimate engine. Heck, whenever a tree falls over in BFBC it always strikes me as particularly incongruos compared to the rest of the visuals because it looks so wrong and fake. In Crysis even the shrubs would waver in the wind and with explosions.
I can't really see any improvements in the graphics of Crysis 2. I really don't mind though, because Crysis 1 was taxing and still is to my system. It's still very pretty, so any major improvements are not really necessary at this point.
I hope the story, characters and pacing will be improved instead, however.
Speaking of which, for some reason I expect all games to act like Crysis with regards to shooting tree trunks apart. I don't know why THAT was the takeaway after that game but it was. And I am continually disappointed with games I play where I shoot a tree trunk with a machine gun and it doesn't splinter and topple over. I just expect it to happen, as if every game developer looked at the way crysis did tree shooting and said "Yes, this is the new standard in Arboreal violence"
I really cant wait for this sequel. I loved Crysis and Warhead so much. I think I played through both of them 2-3 times start to finish. The depth and ability to do anything you wanted was just.... amazing.
This game looks pretty. I wonder how much real-time destruction there will be with the buildings and such. Being able to mow down a forrest was very satisfying.
DrunkMc on
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Waka LakaRiding the stuffed UnicornIf ya know what I mean.Registered Userregular
Crysis gets praised for a couple of elements. First and foremost are the graphics, of course. Then, there's talk about the relatively open sandbox nature, which is also pretty apparent.
But one great aspect I don't think gets nearly enough attention is the excellent attachment system. Seriously, it's a beautiful thing. Rainbow Six Vegas had a pretty good attachment system, you'd generally attach a scope and maybe a silencer onto your guns. But Crysis really had the best attachment system I've ever seen. It's still the best, they haven't been topped yet. There's something just... really satisfying for the soul when you bring up your gun in that kinda tilt motion and get to see all the different options available to you. Switching from a sniper rifle scope to a reflex sight to something in between... completely effortless. You could even pick between a grenade launcher attachment or a silent dart launcher. It was like tweaking and tuning your own personal little toy. Maybe even a sex toy. I dunno. I'm not sure if sex toys have adjustments like that. But uh... maybe they do. It was all available at your fingertips, and on the fly, not just between missions.
Seriously, Crysis kinda spoiled me with that attachment system. Cause after that... why would you want to play something like Call of Duty 4, with its static attachments? That's just sad, isn't it? No changes whatsoever. If you start a mission with that reflex sight, you're stuck with it. It's just a step backwards.
So yea... I'm really hoping they improve and maybe expand on the attachments for Crysis 2. That's what I'm keeping my eye on. It's a little thing, but uh, I enjoy Crytek's efforts in that area. They're wondrous gents.
I'm hoping the stealth power up lasts more than half a second so I can actually use it in a helpful manner this time around. (I know, there's probably some cheat out there but still. I want the game to be designed around having feasible stealth options.)
I like the new look of the aliens, instead of floating robots we've got what looks like bipedal robots that navigate the environment and buildings. Should make things a lot more interesting.
Crysis' AI didn't really get as much chance to shine with those guys.
Crysis gets praised for a couple of elements. First and foremost are the graphics, of course. Then, there's talk about the relatively open sandbox nature, which is also pretty apparent.
But one great aspect I don't think gets nearly enough attention is the excellent attachment system. Seriously, it's a beautiful thing. Rainbow Six Vegas had a pretty good attachment system, you'd generally attach a scope and maybe a silencer onto your guns. But Crysis really had the best attachment system I've ever seen. It's still the best, they haven't been topped yet. There's something just... really satisfying for the soul when you bring up your gun in that kinda tilt motion and get to see all the different options available to you. Switching from a sniper rifle scope to a reflex sight to something in between... completely effortless. You could even pick between a grenade launcher attachment or a silent dart launcher. It was like tweaking and tuning your own personal little toy. Maybe even a sex toy. I dunno. I'm not sure if sex toys have adjustments like that. But uh... maybe they do. It was all available at your fingertips, and on the fly, not just between missions.
Seriously, Crysis kinda spoiled me with that attachment system. Cause after that... why would you want to play something like Call of Duty 4, with its static attachments? That's just sad, isn't it? No changes whatsoever. If you start a mission with that reflex sight, you're stuck with it. It's just a step backwards.
So yea... I'm really hoping they improve and maybe expand on the attachments for Crysis 2. That's what I'm keeping my eye on. It's a little thing, but uh, I enjoy Crytek's efforts in that area. They're wondrous gents.
Oh god, yes. I loved the gun attachment system so much. I want more in the next game.
Crysis gets praised for a couple of elements. First and foremost are the graphics, of course. Then, there's talk about the relatively open sandbox nature, which is also pretty apparent.
But one great aspect I don't think gets nearly enough attention is the excellent attachment system. Seriously, it's a beautiful thing. Rainbow Six Vegas had a pretty good attachment system, you'd generally attach a scope and maybe a silencer onto your guns. But Crysis really had the best attachment system I've ever seen. It's still the best, they haven't been topped yet. There's something just... really satisfying for the soul when you bring up your gun in that kinda tilt motion and get to see all the different options available to you. Switching from a sniper rifle scope to a reflex sight to something in between... completely effortless. You could even pick between a grenade launcher attachment or a silent dart launcher. It was like tweaking and tuning your own personal little toy. Maybe even a sex toy. I dunno. I'm not sure if sex toys have adjustments like that. But uh... maybe they do. It was all available at your fingertips, and on the fly, not just between missions.
Seriously, Crysis kinda spoiled me with that attachment system. Cause after that... why would you want to play something like Call of Duty 4, with its static attachments? That's just sad, isn't it? No changes whatsoever. If you start a mission with that reflex sight, you're stuck with it. It's just a step backwards.
So yea... I'm really hoping they improve and maybe expand on the attachments for Crysis 2. That's what I'm keeping my eye on. It's a little thing, but uh, I enjoy Crytek's efforts in that area. They're wondrous gents.
Oh god, yes. I loved the gun attachment system so much. I want more in the next game.
I want to be wrong so much, but it's probably the first thing on the consolitis chopping block.
That was definitely something more games could use. Any other game you literally have o pick up a whole new weapon if you want to get a different scope or something. Here it's like "Well I don't want to carry a sniper rifle because I want the shotgun secondary instead, so I'll make do with sticking a sniper scope on my SCAR when I need it, and keep it red-dot the rest of the time."
Although it could use some refinements. There was no drawback to having laser sights in the singleplayer game. Multiplayer was different though. I still remember seeing a guy cloaking at night (dynamic day/night cycle was also pretty cool), and expecting not to be seen whilst his laser pointer was shining off into the distance.
I soon showed him the error of his ways.
Actually probably my first memory from the multiplayer was seeing a Humvee in the distance, rushing towards one of our bunkers. I didn't have anything that could take it out directly, so instead I took careful aim and took out one of its wheels. After a bit of swerving he had to stop and get out or be stuck running slow through enemy territory. Good times.
EDIT: I doubt they'll drop that feature just because there's a console version. It was pretty intuitive to use. Each section of the gun had different attachments, you just pick one and apply.
I'm hoping the stealth power up lasts more than half a second so I can actually use it in a helpful manner this time around. (I know, there's probably some cheat out there but still. I want the game to be designed around having feasible stealth options.)
One of the mods, I think it was something like Reality Enhancement Project did a great job of rebalancing all the suit powers and weapon damages to make everything better.
I like the new look of the aliens, instead of floating robots we've got what looks like bipedal robots that navigate the environment and buildings. Should make things a lot more interesting.
Crysis' AI didn't really get as much chance to shine with those guys.
If you play on the harder difficulties you get some pretty serious respect for the little squid bastards pretty quickly
I like the new look of the aliens, instead of floating robots we've got what looks like bipedal robots that navigate the environment and buildings. Should make things a lot more interesting.
Crysis' AI didn't really get as much chance to shine with those guys.
If you play on the harder difficulties you get some pretty serious respect for the little squid bastards pretty quickly
Oh god yeah, those things could be some serious pains in my ass.
Posts
I figured this one out. I basically had to keep hitting ALT+Enter until it filled up the borders. Still trying to sort out the audio issue, although I recently raised my audio quality in the volume control panel to its max setting, so I'll have to check back and see if that fixed anything.
Also, is there any advantage to launching the game on the x64 bin folder vs x32? I downloaded a no-CD patch so I could just start the game up any time, but it only works if you launch from x32.
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No, they are, for most practical purposes, the same for this game. One just has twice the bitiness.
http://www.gametrailers.com/video/gdc-10-crysis-2/63009
It focuses more on the tech than the game itself.
There's a guy who I thought was Prophet at first, but I think the voice is different, so I'm not sure if it's supposed to be him or a new character.
It's the GDC. It's a conference for Game Developers. The team behind Crysis will mostly be hocking their engine, not so much tantalizing future buyers.
That was Prophet, but doesn't necessarily mean he's in the game, could just be a re-used facial model from the first game. He probably will be though, given how Crysis ended. Psycho will probably be in there as well.
I'm liking the extra destructibility though. Before things like concrete couldn't be destroyed, looks like it will be here. Although I suspect it'll be limited in terms of which buildings you can and can't procedurally destroy.
Tumblr
Graphics aren't everything. Now if you took the Crytek people and gave them Valve's game designers and Bioware's writers... man.
Yes, we'd finally trash those wide open levels with a million different approaches. In their place we'd get a narrow trip down a corridor with doors we can't open and chest-high walls we can't scale because, well, that would break the game.
And of course 2/3rds of the way through the game you would turn out to be one of the aliens and then you'd have to decide which of your squadmates to have sex with. And you'd stop your quest to save the earth every 15 minutes to find someone's lost watermelon.
True, but they are a few years ahead of everyone else when it comes to graphics. Hell Crysis/Warhead is still the best looking game ever.
"Read twice, post once. It's almost like 'measure twice, cut once' only with reading." - MetaverseNomad
I'd quote that for awesome, but I'd probably get eaten alive in the awesome thread forum. But it's more true than awesome anyway.
You stop your hating on my dream to fuck those chest high walls
You stop it now
Honestly I wasn't thinking Valve's very limited map design, I was more thinking the general design philosophy. Valve approaches a game like "here is idea, master it through repetition". Some sort of obstacle course to train players on how to use the suit would have been really nice in Crysis.
Then go off the deep end onto the island.
Yeah, this is pretty true.
I actually started playing Crysis Warhead after not having touched anything Crysis-related in.. a year? Or thereabouts.
It does take a little while to get used to the various intricacies of the suit, and that's after having played the first game from beginning to end at least twice.
Odd. I had a few months break after playing through Crysis once, and not only did I fall right back into my old suit routine, I found myself doing stuff I never considered in Crysis. I started sneaking up to guys and grabbing them, using the suit to throw explosive barrels further and using strength and speed to jump walls and flank enemies.
This is understandable, the Crysis plot fills like a gap filler, but it's still functional. I'm just as excited as to what other developers can do once they jump ship from Unreal Engine and have the story and graphics combined.
Tumblr
http://www.youtube.com/watch?v=1IVBR5GFGMY&feature=player_embedded
I also saw Crysis 2 on the cover of EDGE and one of the xbox magazines, though it seems to just be about the same presentation that was covered by PSM and PC gamer a couple months ago.
Ah well, guess we'll have to wait until E3 for something a bit more solid. I'm hoping they push the scenery destructibility to the kinds of levels you see in BFBC2. Crysis was noted for it's dynamic destruction, but that was only on tin-shacks and trees.
Not sure whether we'd see that kind of level of destruction though, it might be pushing things a bit where the game was already straining resources doing other things (like pretty much rendering whole islands).
BFBC's destructibility + Crysis' awesome visuals (dense forests, snow effects and shaders) would pretty much be the ultimate engine. Heck, whenever a tree falls over in BFBC it always strikes me as particularly incongruos compared to the rest of the visuals because it looks so wrong and fake. In Crysis even the shrubs would waver in the wind and with explosions.
I hope the story, characters and pacing will be improved instead, however.
I also, for some reason, loved that there'd be water dripping on your visor after you left the lake after a swim
Also, the explosions 8-)
This game looks pretty. I wonder how much real-time destruction there will be with the buildings and such. Being able to mow down a forrest was very satisfying.
Tumblr
But one great aspect I don't think gets nearly enough attention is the excellent attachment system. Seriously, it's a beautiful thing. Rainbow Six Vegas had a pretty good attachment system, you'd generally attach a scope and maybe a silencer onto your guns. But Crysis really had the best attachment system I've ever seen. It's still the best, they haven't been topped yet. There's something just... really satisfying for the soul when you bring up your gun in that kinda tilt motion and get to see all the different options available to you. Switching from a sniper rifle scope to a reflex sight to something in between... completely effortless. You could even pick between a grenade launcher attachment or a silent dart launcher. It was like tweaking and tuning your own personal little toy. Maybe even a sex toy. I dunno. I'm not sure if sex toys have adjustments like that. But uh... maybe they do. It was all available at your fingertips, and on the fly, not just between missions.
Seriously, Crysis kinda spoiled me with that attachment system. Cause after that... why would you want to play something like Call of Duty 4, with its static attachments? That's just sad, isn't it? No changes whatsoever. If you start a mission with that reflex sight, you're stuck with it. It's just a step backwards.
So yea... I'm really hoping they improve and maybe expand on the attachments for Crysis 2. That's what I'm keeping my eye on. It's a little thing, but uh, I enjoy Crytek's efforts in that area. They're wondrous gents.
Crysis' AI didn't really get as much chance to shine with those guys.
Oh god, yes. I loved the gun attachment system so much. I want more in the next game.
Although it could use some refinements. There was no drawback to having laser sights in the singleplayer game. Multiplayer was different though. I still remember seeing a guy cloaking at night (dynamic day/night cycle was also pretty cool), and expecting not to be seen whilst his laser pointer was shining off into the distance.
I soon showed him the error of his ways.
Actually probably my first memory from the multiplayer was seeing a Humvee in the distance, rushing towards one of our bunkers. I didn't have anything that could take it out directly, so instead I took careful aim and took out one of its wheels. After a bit of swerving he had to stop and get out or be stuck running slow through enemy territory. Good times.
EDIT: I doubt they'll drop that feature just because there's a console version. It was pretty intuitive to use. Each section of the gun had different attachments, you just pick one and apply.
One of the mods, I think it was something like Reality Enhancement Project did a great job of rebalancing all the suit powers and weapon damages to make everything better.
If you play on the harder difficulties you get some pretty serious respect for the little squid bastards pretty quickly
Oh god yeah, those things could be some serious pains in my ass.