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Thread: Crysis 2 only DX9 - DX11 will be "later" with an update

  1. #501
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    Where is the Crysis 2 saves folder?

    Anyone know where the Crysis 2 save game folder is located? Both Crysis and Crysis Warhead had their save games folder located in a sub Documents MyGames folder, but I don't see any folders in there for Crysis 2

    I have the steam version btw.
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  2. #502
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    As we reported yesterday, PC pirates were able to play online on the official servers. Not for long however, which will definitely bring a smile to those that bought the game. According to Cry-Tom from MyCrysis, Crytek is preparing a patch that will resolve a lot of the post-launch issues. It will also include some improvements to Crysis 2′s security. These updates will be made available via automatic-download later this week.

    Do not confuse this patch with the rumored DX11 update. There were some rumors that it would be released today but we can safely say that it won’t. After all, Crytek twitted yesterday that this DX11 update will be coming soon. Now if it was going to be released today, the company would have said that it is coming tomorrow instead of ‘coming soon’. Our guess about DX11′s update release? About half a month from now!

    http://www.dasreviews.com/das-game-n...ter-this-week/

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    Thanks MfA

  4. #504
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    Is this the patch you speak of:

    http://www.pcgamer.com/2011/03/28/cr...p-multiplayer/

    Quote Originally Posted by PCGamer
    Crytek released a patch for Crysis 2 over the weekend, fixing a few of the multiplayer issues that many players have been experiencing. The patch also gets rid of auto aim and enables the developer console. You’ll find the patch notes below.

    If you’re frustrated by Crysis 2’s almost non-existent selection of graphics options, check out this handy tool. It’ll create a custom .config file that can replace your Crysis 2 one, letting you customise motion blur, anti aliasing, and everything else you’d expect to be able to tweak. Bigdownload has the patch notes, which look like this:

    Server Browser shows incorrect pings – Fixed
    Some matches never initiate – Fixed
    Faster text chat – As speedy as can be
    Console re-enabled – Console has been re-activated
    Cheat detection – Now in place to ensure all users are on a level playing field
    Fix USB headset issues – Current issues have been addressed and fixed
    Fix hologram icon staying on screen after being used – Fixed
    Remove Auto Aim – This has now been completely removed due to overwhelming community feedback
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    Quote Originally Posted by initialised View Post
    nope....read about that one ages ago strangely enough..

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    Cry-Tom said:

    No patch was ever confirmed, I have no idea why this website even posted such information. This thread is locked just the same as the others for trying to spread inaccurate information. When there are any big announcements regarding Crysis 2 they will be posted on MyCrysis, if you read something about a patch for example, but don't see it on MyCrysis.com, then it isn't genuine.
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  7. #507
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    Quote Originally Posted by SKYMTL View Post
    I believe AMD fixed that with their latest Application Profile.
    I'm running CCC and CAP 11.4 on a 4870x2 still got flickering lights.

    http://www.radeonpro.info/en-US/ and setting Crossfire to Bioshock worked.
    Last edited by initialised; 03-28-2011 at 12:29 PM.
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  8. #508
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    Quote Originally Posted by Carfax View Post
    Anyone know where the Crysis 2 save game folder is located? Both Crysis and Crysis Warhead had their save games folder located in a sub Documents MyGames folder, but I don't see any folders in there for Crysis 2

    I have the steam version btw.
    C:\Program Files (x86)\Steam\steamapps\common\crysis 2\bin32
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  9. #509
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    http://www.mycrysis.com/forums/viewt...16120&start=70

    This is a direct quote from the user "SoilentBlue" on OCN,

    "milliseconds. It means that using the DX11 API, there's a huge overhead of unused compute time that gives the engineers the ability to add in more features, content, etc. It's great because it means that PC will have much more than consoles. It's horrible because that shows just how much consoles held back the PC version. Console developers fight tooth and nail just to scrounge an additional ms for anything.

    Basically, the video card takes time to preform the tonnes of computations to render out a single frame. With a millisecond being a unit of time, it goes to show you just how much a computer can do in that duration. The minimum spec for PC has the video card shelling out over 500 gigaflop/s and it's not even a DX11 card. If memory serves, the first DX11 cards came three generations later (9k series, 200 series, and arriving on the 300 series).

    According to the CE3 autopsy posted a couple of days ago, water ripple propogation took only .2 milliseconds on consoles. The 16 ms in comparison would be akin to adding water propogation 80 times and not having any hindrance on performance, we still have to wait and see how much they will cram in but yes it's a VERY VERY good thing. to give you an idea of it sun shadows(very demanding) take between 2-5ms. they are talking about a good chunk of overhead before damaging your current fps. the new engine is quite impressive so we will see just how far they go now that they are not having to cater to consoles. "

    understand?... I think this should be added to OP with a referance to the twitter post.
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  10. #510
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    don't really understand the time base explanation.
    16ms would be the total time in which to calculate the next pixel for the entire screen to be ready for the next frame at 60FPS. Quite a lot of math. But completely dependent on how powerful your graphics card is.

    16ms overhead on some unknown computer system with DX11 running the current settings for a target FPS of 60 would mean that the calculations are done in about 1ms and is waiting 16ms until the next frame is needed. i.e. they are running at like 900fps.

    Yep, totally don't get the explanation :P Anyone with better (i.e. some) knowledge of graphical implementation and make me sound look a total noob?

  11. #511
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    on which platform it takes 16 ms we talking about? in same time a GTX 580 can do a lot more than a HD5770 :P

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    Yea that's what I'm not getting. Which card is giving them 16ms overhead in DX11. It won't be static since different cards have different computational power, right?

    So if a GTX 480 gives them 16ms of overhead, a GTX 580 would give more?

    Are they basing the 16ms off the minimum/recommended GPU?

    I mean I'm running everything maxed @ 2560x1600 using that third party "Advanced Graphics Options" program and have yet to see a stutter. All with a single GTX 580 1.5GB.
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  13. #513
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    Quote Originally Posted by initialised View Post
    C:\Program Files (x86)\Steam\steamapps\common\crysis 2\bin32
    I meant the save games folder.. NVM though, I found it. It's located in the C:\User\Saved Games folder.

    This is the first game I've ever seen use that folder
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    http://vghq.net/2011/03/28/crysis-2-...rysis-1-proof/

    Crysis 2 uses textures half the size of Crysis 1. While that is necessary to get the thing running in consoles, it's not necessary in the PC version.
    Also, they reused some textures from Crysis 1 with the difference of being half in size (Photoshop DDS resize ftl). That means they could have very well put the original ones for the PC version, but didn't.
    There's no way anyone can deny the fact the game was made for consoles anymore.

    Let's hope the whole thing about using those 16ms of overhead to improve the PC version is true.

    Quote Originally Posted by Carfax View Post
    I meant the save games folder.. NVM though, I found it. It's located in the C:\User\Saved Games folder.

    This is the first game I've ever seen use that folder
    Sacred 2 also uses that folder :P. Don't know any other game that does though.
    Last edited by Pontos; 03-28-2011 at 07:25 PM.

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    Quote Originally Posted by kgk View Post
    Yea that's what I'm not getting. Which card is giving them 16ms overhead in DX11. It won't be static since different cards have different computational power, right?

    So if a GTX 480 gives them 16ms of overhead, a GTX 580 would give more?

    Are they basing the 16ms off the minimum/recommended GPU?
    Recommended GPU would be the most logical answer. gtx 280/ hd4870 iirc.

  16. #516
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    Quote Originally Posted by Pontos View Post
    http://vghq.net/2011/03/28/crysis-2-...rysis-1-proof/

    Crysis 2 uses textures half the size of Crysis 1. While that is necessary to get the thing running in consoles, it's not necessary in the PC version.
    Also, they reused some textures from Crysis 1 with the difference of being half in size (Photoshop DDS resize ftl). That means they could have very well put the original ones for the PC version, but didn't.
    There's no way anyone can deny the fact the game was made for consoles anymore.

    Let's hope the whole thing about using those 16ms of overhead to improve the PC version is true.


    Sacred 2 also uses that folder :P. Don't know any other game that does though.
    If that's indeed the case - then keep your fingers crossed for a Rygel Texture Pack - he's already released one for Crysis 1 - looks SPECTACULAR

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    Very disappointing that there isn't a DX11 patch, I really wanted a menu with more graphics options, really stupid that Crytek did not bother including one, I've seen many console ports that comes with advanced graphic options but apparently Crytek dropped the ball with this one.
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    Quote Originally Posted by Pontos View Post
    http://vghq.net/2011/03/28/crysis-2-...rysis-1-proof/

    Crysis 2 uses textures half the size of Crysis 1. While that is necessary to get the thing running in consoles, it's not necessary in the PC version.
    Also, they reused some textures from Crysis 1 with the difference of being half in size (Photoshop DDS resize ftl). That means they could have very well put the original ones for the PC version, but didn't.
    There's no way anyone can deny the fact the game was made for consoles anymore.

    Let's hope the whole thing about using those 16ms of overhead to improve the PC version is true.


    Sacred 2 also uses that folder :P. Don't know any other game that does though.
    ITs ture that there are textures that have lower res then in crysis on.. there is even one texture that is only 256x256 compared to 1024x1024 on crysis1. But most ofthe time the textures are the same 512x512, most of the street texture are lower and most of the foilage textures.

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    I was think same, the " environment " is different, you don't pass your time to run with sand and grass under your feet...
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  20. #520
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    Here's some proper Crysis 2 benchmarks on a variety of video cards and CPUs:

    Link

    Nvidia does quite well, as does the Core i7 processor.. And I finally found out the difference between Extreme and Very high.. Too bad that Extreme enables AA and blurs everything though..
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    'No patch was ever confirmed, I have no idea why this website even posted such information,'
    http://www.mycrysis.com/forums/viewt...p?f=40&t=15962

  22. #522
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    Quote Originally Posted by Carfax View Post
    Here's some proper Crysis 2 benchmarks on a variety of video cards and CPUs:

    Link

    Nvidia does quite well, as does the Core i7 processor.. And I finally found out the difference between Extreme and Very high.. Too bad that Extreme enables AA and blurs everything though..
    yeah gee nvidia gtx 590 romps the 6990 in this game I wonder why fail

    i smell amd cat 11.5 hotfix profile coming soon
    Last edited by tbone8ty; 03-29-2011 at 09:40 AM.
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  23. #523
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    Game definitely looks a lot better when you run it on extreme minus AA:

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  24. #524
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    Quote Originally Posted by tbone8ty View Post
    yeah gee nvidia gtx 590 romps the 6990 in this game I wonder why fail

    i smell amd cat 11.5 hotfix profile coming soon
    Awww, don't get mad
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  25. #525
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    My guess is the FSAA will be improved in the DirectX 11 patch.
    Remember that deferred rendering performed using DirectX9 does not play kindly with traditional FSAA methods, hence developers having to use work arounds like non-maskable FSAA, edge bluring etc.
    HOWEVER deferred rendering using DirectX 10/11 is friendly with FSAA.
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