• Competitor rules

    Please remember that any mention of competitors, hinting at competitors or offering to provide details of competitors will result in an account suspension. The full rules can be found under the 'Terms and Rules' link in the bottom right corner of your screen. Just don't mention competitors in any way, shape or form and you'll be OK.

What is it with Crysis coding?

Soldato
Joined
19 Dec 2003
Posts
3,109
Location
UK
System in signature, Q9450 is at 3.2ghz but GTX 280 stock speeds.

Monitor is a 24" Samsung T240

Crysis @ 1920x1200

With 4 x AA & Everything on high (nothing on VERY HIGH)

Still doesn't run amazing? Particularly in battles, you can feel the jerkyness!

It's only that game, the developers obviously coded it to run in Tri-SLi :D

Anyone running a stock GTX280 with the above settings find it OK?
 
It annoys me when people say it was coded badly, have you looked at the coding yourself? :p

exactly - there is a reason why this game runs like it does and although some of it is down to un-optimised coding the main reason is that it is miles ahead of almost any other game around today visually. You should be able to play it with everything on very high anyway at 1900x1200 with no AA and wait for the day when the hardware catches up
 
It annoys me when people say it was coded badly, have you looked at the coding yourself? :p

Well it's actually well know fact Crysis suffers from massive memory leaks with highest textures, this is what causes that strange effect of game running at 15 frames per second after few hours in-game and getting really jerky when you turn quickly 180 degrees towards large textures, for example mountains with a lot of foliage, and then after simple close & restart you get double, triple the frame rate. Some maps are better, some are worse, there is that mine entrance map with massive texture bugs, floating objects, shadows with casting elements not rendered on some cards, or dare I remind you guys of the snowy parts - nothing moving, hardly any foliage and 5 fps hiccups?
This was supposed to be optimized/rewritten in Warhead, but it does exactly the same - gets choppier and choppier even if you just sit on one map and keep cruising around the some area for prolonged periods of time, then you restart the game and everything is smooth. If anything, I would say Warhead is leaking even worse.

Those leaks also create slight paradox, where after a while in the game you notice the framerate is highest when you look at theoretically the most graphically intensive elements - you have a bay full of fantastic looking water, many boats cruising, many soldier pacing up and down, dramatic skies, bullets flying - everything works great - you turn around 180 degrees facing nothing but a large stone on a sandy beach and get hit by jerky fps.
 
it annoys me when people say 'badly coded' or 'they coded it to' - 99% of the time they have no idea what they are on about, and just say it when they dont get the framerate they wanted.

crysis's extreme view distance and large amounts of foliage and detail make aa very expensive in terms of performance. disable it and it will be far more playable
 
What I love about Crysis engine is the crazy, pointless detail that is in it.

As an example you aren't just a camera with a gun stuck to the screen floating around, if you look down you can see your legs and its not just a trick, your model is running around, fighting and jumping in game with the camera looking through its eyes, if you go into the editor mode and press F1 it pulls out into third person mode.

Pretty cool :p
 
As an example you aren't just a camera with a gun stuck to the screen floating around, if you look down you can see your legs and its not just a trick, your model is running around, fighting and jumping in game with the camera looking through its eyes, if you go into the editor mode and press F1 it pulls out into third person mode.

Pretty cool :p
So just like Quake 3 which is now nearly a decade old? (Well except for the bit about seeing your legs in 1st person, the rest was possible from a simple console command - cg_thirdperson 1 IIRC)...

Not that special when you put it in perspective ;)

it annoys me when people say 'badly coded' or 'they coded it to' - 99% of the time they have no idea what they are on about, and just say it when they dont get the framerate they wanted.

crysis's extreme view distance and large amounts of foliage and detail make aa very expensive in terms of performance. disable it and it will be far more playable
Id agree if it was a tech demo, but the developers intended to make a game and with that viewpoint should have made some decent decisions regards default LODs, rather than making it up to the users to deal with it. Great engine, just the people behind the scenes needed a bit more authoring nounce. Im not knocking it from a technical point of view, just the polish from decent production might have helped - just like editing a film...

ps3ud0 :cool:
 
Last edited:
At the end of the day, Crisis is a very demanding game, while it is playable a lot of people are going to notice jerkyness in area's with lots of details or action, and thats because game frame rates very hugely as you wander around . If you get an average of 60 in a game that gives good leeway for the more intensive sections as even if your frames fall below the average, it would have to dip below it by quite a bit before it starts to impact on the general responsiveness of the controls, smoothness of motion etc. If your average is 30 or 40 thats not much leeway at all and wandering into area's with high detail or lots of action can see your frames drop below 30 and into the teens all to often which will make for jerky unresponsive gameplay, and jerky unrealistic looking animations. Hardware that can run crisis at around 60 FPS average at that res in high detail is very expensive i'm guessing at 280 GTX's in SLI. I don't think any single card can currently get near that, so your just going to have to turn the detail down or accept the jerkyness in more intensive scenes
 
Last edited:
I was quite disapointed with Warhead, it looks rubbish compaired to Crysis with a custom config, played for about 2 mins before getting one from incrysis.com forums
 
After completing Warhead twice in a row, I then went back and completed Crysis again.

Everything looks very plain now....
 
it annoys me when people say 'badly coded' or 'they coded it to' - 99% of the time they have no idea what they are on about, and just say it when they dont get the framerate they wanted.

crysis's extreme view distance and large amounts of foliage and detail make aa very expensive in terms of performance. disable it and it will be far more playable

but the fact that it runs like emu poo still remains. Of course, most of us do not have the necessary knowledge to start bashing away at crysis' code, but we can still make a relative statement. I've seen a $4000 system struggle to run crisis at lesser resolution than 1080p or at 1680x1080 wIth decent IQ flags turned on (aa, af). Crysis is a beautiful looking game I admit but it just doesn't feel like a game to me. Most of the time I am frustrated at dipping frame rates or sub 30fps. It's a game not a benchmarking tool.
 
If you're not happy with the performance... drop the detail levels? If Crysis' 'Very High' setting wasn't present, then this issue wouldn't even be around and people would praise the graphics for being superior to all other games.

Did you know that in the very high setting - even light refraction is taken into account? Its amazing, and anyone who has a hobby in photography will be suitably impressed.
 
I personally think warhead looks better than crysis
As for light refraction, I was in the mine part and shone the laser into a puddle and it scatters all over the puddle. THATS some advanced tech and I think the engine can do lots of over things that aren't yet being used!
 
I think to a certain degrees the Crysis engine could be coded better, or better optimized and I think more performance could be squeezed out of current gen cards, I think a GTX280 might be capable of running the above with 4xAA if the engine was better optimized.

I dont think detail like when you look down you can see your legs is pointless, its all about creating an immersive experience ain't it?
 
A poor framerate isn't necessarily an indication of a lack of optimisation. I spent a long time developing a piece of code that originally ran at one frame every two seconds and turned it into something that ran at 30 fps. Yet I still have designers (who never saw the original version) coming up to me complaining about the framerate!

Just because a piece of tech *looks* like it's doing a simple task, doesn't mean it's not doing something computationally demanding.
 
To be fair im just a bit surprised that a top end card couldn't run it on full detail, i've not even selected 'very high' just 'high' on all of them, but as mentioned by others on the thread, looks like it's the AA setting that is causing the lag/slowdown in heavy scenes.
 
Back
Top Bottom