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Thread: Crysis 2 Benchmark Tool

  1. #26
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    so long waiting DX11 Patch
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  2. #27
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    Quote Originally Posted by DeltZ View Post
    he's meant to die. Benchmark continues until it gets to frame 2000...
    thats the funny thing he died before 2000 frames i know maybe in 1:1M but it happened in battery park timedemo.. so i have to change to allien vessel..

  3. #28
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    crytek mmmm, seeing fps of 150-200, was expecting so see some 80 fps similar to the crysis benchies

    Another thing I find funny is AMD/Intel would snipe any of our Moms on a grocery run if it meant good quarterly results, and you are forever whining about what feser did?

  4. #29
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    Crysis 2 SGSSAA HowTo - You Tube

    Huge impact on performance

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  6. #31
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    I've added 3 custom timedemos recorded at Central Park, Downtown and Times Square. The default timedemos (from Crytek) have been removed.


    Updates
    ======


    0.15 - 15/04/2011
    - New installer.
    - New timedemos.
    - Removed unavailable AA modes (8xQ, etc.)
    - The program now checks for newer version when it's started.

    0.14 - 14/04/2011
    - Savegames created during the benchmark are removed after the test finishes.

    0.13 - 14/04/2011
    - Autoexec.cfg is kept even it didn't existed before. The program now deletes the file to avoid the game enter benchmark mode the next time it's opened.

    0.12 - 13/04/2011
    - AA modes changed to reflect changes from Crysis/Crysis Warhead.

    0.11 - 13/04/2011
    - Program title changed.
    - Fixed game config path.

    0.10 - 13/04/2011
    - First release.


    Download from the same link

  7. #32
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    Nice, thanks japamd

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  9. #34
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  10. #35
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    thanks for this

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  11. #36
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    This program doesn't seem to work at all for me. I have the steam version of the game and have looked all over the internet for people with similar issues with your program. I have found no one. The problem is the program launches the game and then simply has it sit on menu, every time. It doesn't matter if I have an autoexec or not, it doesn't matter what settings I use, nothing changes the sitting on menu behavior. Any help would be appreciated.

  12. #37
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    I'm aware of that steam issue, but unfortunately I can't test it myself to know what's happening. My version is EADM with latest patch, it looks like Steam version is a bit different and may not be executing the autoexec commands.

    If possible, after Crysis 2 launch by the bench tool and while sitting on menu, please open the console and take a screenshot, that will show the commands executed by Cryengine.

  13. #38
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    Not to bash japamd as he does awesome stuff, but why would anyone want to benchmark with Crysis 2? Its wholly inferior to Crysis or Warhead in every way, shape, and form. I want my DX11 patch dammit and it better turn Crysis 2 into the wonderful eyecandy open world we expected.

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  14. #39
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    It's a shame you have to have the game in order to run the benchmark. I would rather see a benchmark that is a standalone program like Vantage.
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  15. #40
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    I'm getting far worse FPS than any of you guys. Are you guys running default autoexec.cfg file? Mine is heavily modified to really increase image quality. Example: Extreme settings for Shadow resolution is 1024. I've got it at 1536.

    Can any of you guys run the benchmark with this as your autoexec.cfg?

    thanks!

    ; Sys_Spec settings
    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 Quality settings
    q_ShaderGeneral = 4
    q_ShaderMetal = 4
    q_ShaderGlass = 4
    q_ShaderVegetation = 4
    q_ShaderIce = 4
    q_ShaderTerrain = 4
    q_ShaderShadow = 4
    q_ShaderFX = 4
    q_ShaderPostProcess = 4
    q_ShaderHDR = 4
    q_ShaderSky = 4
    q_Renderer = 4

    ; Sys_Spec Game Effects Settings
    i_lighteffects = 0
    g_corpseMinTime = 60
    g_corpseUnseenTime = 2
    g_corpseMinDistance = 20
    g_battleDust_enable = 0
    mfx_Timeout = 0.01

    ; Extra Game Effects Settings
    g_SkipIntro = 1
    g_radialBlur = 1
    g_nanoSuitEnableSuitShapeDeformation = 1
    g_no_breaking_by_objects = 0
    g_procedural_breaking = 1
    g_no_secondary_breaking = 0

    ; Sys_Spec Object Detail Settings
    e_ObjQuality = 4
    e_ProcVegetation = 1
    e_DecalsAllowGameDecals = 1
    e_DecalsLifeTimeScale = 4
    e_DecalsOverlapping = 1
    e_LodRatio = 100
    e_LodMin = 0
    e_ViewDistRatioDetail = 200
    e_ViewDistRatioVegetation = 200
    e_VegetationMinSize = 0
    e_ViewDistRatio = 200
    e_ViewDistRatioCustom = 200
    e_ViewDistRatioLights = 200
    e_ViewDistMin = 200
    e_MaxViewDistSpecLerp = 1
    sys_flash_curve_tess_error = 0.5
    e_VegetationSpritesDistanceCustomRatioMin = 1
    e_VegetationSpritesDistanceRatio = 2.5
    es_DebrisLifetimeScale = 3.2
    e_OcclusionCullingViewDistRatio = 2
    e_Dissolve = 4
    ca_AttachmentCullingRation = 400
    e_TerrainOcclusionCullingMaxDist = 300
    e_streamCgf = 0

    ; Sys_Spec Particles Settings
    e_ParticlesQuality = 4
    e_ParticlesMaxScreenFill = 1024
    e_ParticlesMinDrawPixels = 0.25
    e_ParticlesObjectCollisions = 4
    e_ParticlesPoolSize = 32768
    e_ParticlesEmitterPoolSize = 16384
    r_UseParticlesHalfRes = 0
    e_ParticlesForceAnimBlend =
    e_ParticlesForceGI = 1

    ; sys_spec Physics Settings
    e_CullVegActivation = 200
    g_tree_cut_reuse_dist = 0
    p_max_MC_iters = 24000
    es_MaxPhysDist = 400
    es_MaxPhysDistInvisible = 5
    e_PhysOceanCell = 0.1
    e_FoliageWindActivationDist = 200
    g_breakage_particles_limit = 640
    p_max_object_splashes = 8
    v_vehicle_quality = 4
    p_max_substeps_large_group = 40
    p_num_bodies_large_group = 200
    p_gravity_z = -13
    p_joint_damage_accum = 6
    p_joint_damage_accum_threshold = 0.6
    p_num_threads = 6

    ; sys_spec PostProcessing Settings
    r_MotionBlur = 2
    r_sunshafts = 1
    r_UseEdgeAA = 0
    r_colorgrading = 2
    r_GlowAnamorphicFlares = 1
    r_RainMaxViewDist_Deferred = 200
    r_MotionBlurMaxViewDist = 256
    r_PostMSAA = 1
    r_PostMSAAEdgeFilterNV = 2
    r_PostProcessHUD3DCache = 0
    r_MotionBlurShutterSpeed = 0.0075
    r_HDRBloomMul = 0.7

    ; sys_spec Shading Settings
    sys_spec_Quality = 4
    e_SkyUpdateRate = 1
    r_DetailNumLayers = 2
    r_DetailDistance = 200
    r_HDRRendering = 2
    r_SSAO = 4
    r_SSAOQuality = 3
    r_SSAODownscale = 0
    r_refraction = 1
    sys_flash_edgeaa = 1
    e_VegetationUseTerrainColor = 1
    e_TerrainAo = 1
    e_TerrainNormalMap = 1
    e_DynamicLightsMaxEntityLights = 32
    r_UsePom = 1
    r_EnvTexUpdateInterval = 0.001
    r_TexturesFilteringQuality = 0
    e_GINumCascades = 3
    r_HDRBlueShift = 1.0
    r_HDRBrightLevel = 0.65
    r_HDRBrightOffset = 5
    r_HDRBrightThreshold = 6
    r_HDRLevel = 6
    r_HDROffset = 10
    r_EyeAdaptationBase = 0.1
    r_EyeAdaptationFactor = 0.85
    e_GI = 0
    e_GIMaxDistance = 100
    e_GIAmount = 0.5

    ; sys_spec Shadows Settings
    e_Shadows = 1
    r_ShadowBlur = 3
    e_ShadowsMaxTexRes = 1536
    r_ShadowJittering = 2
    e_GsmLodsNum = 5
    e_GsmRange = 3
    e_ShadowsCastViewDistRatio = 1
    e_GsmCache = 0
    e_ShadowsResScale = 3.4

    ; sys_spec Sounds Settings
    s_MPEGDecoders = 32
    s_Obstruction = 1
    s_ObstructionAccuracy = 1
    s_ObstructionUpdate = 0.1
    s_SoundMoodsDSP = 1
    s_VariationLimiter = 1
    s_ReverbType = 3

    ; sys_spec Texture Settings
    r_TexSkyResolution = 0
    r_ImposterRatio = 1
    r_EnvCMResolution = 2
    r_EnvTexResolution = 3
    r_DynTexMaxSize = 320
    r_TexAtlasSize = 4096
    r_DynTexAtlasCloudsMaxSize = 128
    r_DynTexAtlasSpritesMaxSize = 128
    r_VegetationSpritesTexRes = 256

    ; sys_spec Volumetric Effects Settings
    r_Beams = 1
    r_BeamsDistFactor = 0.01
    r_BeamsMaxSlices = 300
    e_Clouds = 1

    ; sys_spec Water Settings
    r_WaterUpdateFactor = 0.0
    e_WaterTesselationAmount = 30
    e_WaterTesselationSwathWidth = 30
    r_WaterUpdateDistance = 0.0
    e_WaterOceanFFT = 1
    q_ShaderWater = 4
    r_WaterReflectionsMinVisiblePixelsUpdate = 0.010

    ; Extra Render settings
    sys_MaxFPS = 60
    sys_physics_CPU = 3
    sys_EarlyMovieUpdate = 1
    gpu_Particle_Physics = 1
    e_LodMax = 0
    r_AnisoMin = 16
    r_AnisoMax = 16
    e_CharLodMin = 0
    es_maxphysdistcloth = 200
    r_PostMSAAMode = 2
    r_ShadersRemoteCompiler = 0
    r_displayInfo = 0
    r_BeamsSoftClip = 0
    r_EnableAltTab = 1
    r_TexMaxAnisotropy = 0
    r_ColorBits = 32
    r_CoronaFade = 0.25
    r_DrawNearFoV = 75
    r_UseMergedPosts = 3
    r_HDRRangeAdaptMax = 1.01
    r_HDRRangeAdaptMaxRange = 256
    r_HDRGrainAmount = 0.0
    r_ShadersUseInstanceLookUpTable = 1

    ;My Additional Settings
    cl_fov=75
    pl_movement.power_sprint_targetFov=75
    cl_ZoomToggle=1
    cl_BobHud=0
    g_enableInitialLoginScreen=0
    con_restricted = 0
    hud_Crosshair=0

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  16. #41
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    Quote Originally Posted by Utnorris View Post
    It's a shame you have to have the game in order to run the benchmark. I would rather see a benchmark that is a standalone program like Vantage.
    Something like AvP benchmark would be nice. But why are we not able to expand the Results box to show each run yet? It's still cut off via scroll bar . It's been like this since the Crysis benchmark.
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  17. #42
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    New version with support for latest patch 1.9 DX11 is coming!!

    crysis2benchtool.jpg
    Last edited by japamd; 06-28-2011 at 05:31 PM.

  18. #43
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    Have they added an option to play back a custom gameplay sequence?

  19. #44
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    New build 1.0.1.6
    http://benchzone.adrenaline.com.br/t...mark-tool.html



    1.0.1.6 - 07/02/2011
    - Added support for game patch 1.9.
    - Introduced support for DX11 and Ultra quality mode.
    - New interface.
    - Improved timedemos.
    - Added support for submitting results to Adrenaline BenchZone.
    - Improved Steam support (special thanks to Guilherme Sollero aka SHAFT for his help)
    - Version numbering changed to full version.

  20. #45
    Xtreme Addict Chrono Detector's Avatar
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    Thanks, I tried it and one of the benchmarks never completed, it just crashed on me. Right now NVIDIA's cards do not play well with Crysis 2 DX11 at the moment.
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  21. #46
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    Quote Originally Posted by Chrono Detector View Post
    Thanks, I tried it and one of the benchmarks never completed, it just crashed on me. Right now NVIDIA's cards do not play well with Crysis 2 DX11 at the moment.
    Thanks

    Did it crashed just after finishing loading the map?

  22. #47
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    It crashed at the end of the map. Though I disabled SLI and downclocked my card it seemed to work without any issues.

    I also tried it on my other AMD/ATI 955/6950 rig and it failed to load, just crashed for some odd reason.
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  23. #48
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    i thought i was the only one with this problem. my 570 can run BFBC 2 @ 840 no problem for hours, crashes on Crysis 2 after the DX11/tex update, sometimes just minutes after i start the game. at stock it seem fine. i am guessing a new driver might solve this problem.

    btw what is the VRAM usage for GTX 580 3GB users? i heard its around 1800+MB @ 1080p max. i am getting 1250MB according to after burner, and around 800 to 1000MB on task manager
    Last edited by Philip_J_Fry; 07-02-2011 at 07:42 AM.
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  24. #49
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    yep, since the updates crysis 2 eats up all the ram on my gtx570 as well (resolution is 1680x1050 with ultra settings + dx11). the ram is finally put to some use even bc2 uses only up to 900mb at most.
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  25. #50
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    Quote Originally Posted by Chrono Detector View Post
    It crashed at the end of the map. Though I disabled SLI and downclocked my card it seemed to work without any issues.

    I also tried it on my other AMD/ATI 955/6950 rig and it failed to load, just crashed for some odd reason.
    Hmmm, I see, maybe your overclock wasn't rock solid... for Crysis :P

    I've updated the installer to 1.0.1.7, it fixes an issue some users reported with the openautomate dll not loading due to some dependencies on external modules. Please try it and let me know if the problem persists.

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