Crysis Remastered dev on game's top graphics setting: "no card out there" can handle it...

Xex360

Posts: 13   +13
I guess you're too young to remember that half the reason the Crysis games ran so poorly was indeed lazy optimization rather than eye candy:-

"That's right. The tessellated water mesh remains in the scene, apparently ebbing and flowing beneath the land throughout, even though it's not visible. The GPU is doing the work of creating the mesh, despite the fact that the water will be completely occluded by other objects in the final, rendered frame. Obviously, that’s quite a bit needless of GPU geometry processing load. We’d have expected the game engine to include a simple optimization that would set a boundary for the water at or near the coastline, so the GPU isn’t doing this tessellation work unnecessarily."

"Crytek's decision to deploy gratuitous amounts of tessellation in places where it doesn't make sense is frustrating, because they're essentially wasting GPU power—and they're doing so in a high-profile game that we’d hoped would be a killer showcase for the benefits of DirectX 11."


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That was Crysis 3 in order to make nVidia look better as they had better tesselation performance.
Crysis 1 performance issues mainly are due to relying on fewer cores.
 

Stoly

Posts: 42   +20
I guess you're too young to remember that half the reason the Crysis games ran so poorly was indeed lazy optimization rather than eye candy:-

"That's right. The tessellated water mesh remains in the scene, apparently ebbing and flowing beneath the land throughout, even though it's not visible. The GPU is doing the work of creating the mesh, despite the fact that the water will be completely occluded by other objects in the final, rendered frame. Obviously, that’s quite a bit needless of GPU geometry processing load. We’d have expected the game engine to include a simple optimization that would set a boundary for the water at or near the coastline, so the GPU isn’t doing this tessellation work unnecessarily."

"Crytek's decision to deploy gratuitous amounts of tessellation in places where it doesn't make sense is frustrating, because they're essentially wasting GPU power—and they're doing so in a high-profile game that we’d hoped would be a killer showcase for the benefits of DirectX 11."


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wasn't that blamed on nvidia as it had better tessallation performance?
 

GamerNerves

Posts: 49   +21
While the original assets heavily limit how good this game could look with the new effects, I still encourage you to actually run the game first and then judge the graphics. People are unable to comprehend the fact that stuff doesn't look half as good via Youtube video. This is a very important thing to understand in this day and age.
Resident Evil 2 Remake is a good example, it doesn't look like much through compressed video, but once you run it you realize how crisp and outstanding everything looks. PS4 exclusives have been the opposite pretty much, where the game is not that crisp and awesome as you expected from the hype and videos. You really can deceive people by choosing your effects so they look as good as possible in heavily compressed video.
 
Unoptimized, unneeded visuals will ofc challenge hardware. Why would I increase my power bill for nothing?
You don't know anything about Game, Crysis is still the best Game, stop complaining just because you got weak System like Ryzen CPU...
 
Taking this kind of mentality to its logical conclusion, we'd all still be gaming on a 150nm NVIDIA GeForce4 460 Go at 1280X720.

Even further, you don't rly need much more than 16bit Amiga 500 to game, as long as you can distinguish the toon you are controlling from the surroundings.

The world would still be playin' Double Dragon.
You play Game on 720P???????????????????Hugh