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Crysis 3 PC Performance Thread

Considering C3 has dissappeared from peoples accounts you wont see any new shots anytime soon.

never-stop-playing.jpg
.
 

Vitor711

Member
iblFHatdSyXrFU.png

ikkT212Ah5VOs.png


Nice texture work.

And people say this isn't Next-Gen enough?

Seriously, I know PC gamers have a reputation for being entitled and whiny but this is just ridiculous.

Crysis 3 is leagues ahead of anything else out there and I'd be shocked if the average multiplatform next-gen title looked that good.
 
iblFHatdSyXrFU.png

ikkT212Ah5VOs.png


Nice texture work.

Why... why did you do this? D: I just bought a 350€ TV and I want to buy Persona 4 Golden and Atelier Ayesha next and my 6850 wouldn't run it even close to this but you made me want to buy the game :( I'm usually firmly in the gameplay > graphics club but holy...

Are there any German shops that sell the PC version for less than 49,99€?
 
And people say this isn't Next-Gen enough?

Seriously, I know PC gamers have a reputation for being entitled and whiny but this is just ridiculous.

Crysis 3 is leagues ahead of anything else out there and I'd be shocked if the average multiplatform next-gen title looked that good.

These screens are probably downsampled from 4K resolutions though so I don't think it's gonna look quite that good in motion as the shots in this thread
 

kinggroin

Banned
These screens are probably downsampled from 4K resolutions though so I don't think it's gonna look quite that good in motion as the shots in this thread

It doesn't. Still technically impressive, if not mind-numbingly boring (just arrived at that area).

That introduction with the helicopter landing on the tanker or whatever it was, and releasing Profit, it was basically good quality CG. I'm still trying to figure out if it was realtime or a video.

I saw framedrops so I'm inclined to believe the former; not to mention that once I had control, it looked about the same.
 

OrigiNull

Member
It doesn't. Still technically impressive, if not mind-numbingly boring (just arrived at that area).

That introduction with the helicopter landing on the tanker or whatever it was, and releasing Profit, it was basically good quality CG. I'm still trying to figure out if it was realtime or a video.

I saw framedrops so I'm inclined to believe the former; not to mention that once I had control, it looked about the same.

I'm thinking it was realtime since i doubt they would have rendered that cut scene at the 23 fps I was getting on "very high" settings with maxed out AA on my little 660 ti :(
 
So I only played the first level and only alil bit of it but I has able to maintain 60fps even with alot of movement. My specs are gigabyte 670 2 way sli with both being oc'd at 1202mhz and a I5 3570k oc'd at 4.7ghz. I know this might not matter but I do run Lucid Virtu MVP, I really doubt that has an effect on anything. My visual settings for C3 is everything is very high except Water and Shadows and I'm only using FXAA. I was using MSAA x2 and I was able to get 60fps but it was inconsistent all the time, it would dip to 50 then 60.

I also have the latest Driver from nvidia and I'm running the autoexec from MaldoHD for C2. When I'm off work I'll try to see how it runs with everything very high with FXAA. I'm happy with FXAA honestly because the game looks amazing, I think Metro Last Light will look better but we'll see next month.
 

ChrisG683

Member
I'm not sure why people arent using TXAA...it's a really good form of AA, especially for the expense

Because TXAA is the worst thing to happen to Image Quality since FXAA. It's only acceptable for blind people who think smearing every texture is an acceptable loss to get rid of aliasing.

However, I will say that I'm glad Crytek is giving everyone their option to choose, but is still pushing SMAA as the future of AA, as SMAA really blows FXAA and TXAA out of the water.
 
Man I'm really starting to hate NeoGAF PC Performance threads. Everytime I take a peak to get a sense how the game might run I only see these PC porn setups with either current gen high performance cards or last gen top of the line cards. Not to forget ridiculously oc'd CPUs.

AMD X3 440 (3x 3GHz), 8GB RAM and a GTX460 and no idea what performance I might get. This is depressing.
 

kinggroin

Banned
Because TXAA is the worst thing to happen to Image Quality since FXAA. It's only acceptable for blind people who think smearing every texture is an acceptable loss to get rid of aliasing.

However, I will say that I'm glad Crytek is giving everyone their option to choose, but is still pushing SMAA as the future of AA, as SMAA really blows FXAA and TXAA out of the water.

I've been using TXAA all this time. Hmmmm. What's performance like with it compares to the others?


I'll try SMAA next
 
Game is running great for me.

OC'd MSI N670 PE on a 2600k @ 4.4GHz
1680x1050 (monitor has 1:1 scaling and get much better performance [obviously] at that res and 1920x1200)

Everything on Very High except shadows which are on High. 2xSMAA. I've not noticed any of the performance dips people are talking about. Played through the first level last night, it ran beautifully.

The game looks bonkers. Fucking amazing graphics. Screenshots don't do it justice, you need to see this game in motion.
 

dino1980

Member
At 3840x2160 downsample at high settings this game looks outstanding. The only problem right now is that I only get about 23fps with my 670 OC-card.
 

Corky

Nine out of ten orphans can't tell the difference.
At 3840x2160 downsample at high settings this game looks outstanding. The only problem right now is that I only get about 23fps with my 670 OC-card.

Using very high settings? Whaaat that would be amazing :eek:
 

legacyzero

Banned
I've gotten in the habit of utilizing downsampling and lower amounts of SMAA. Good clean picture that takes care of smoothing out jaggies. I hate ANY kind of post process AA.
 

hwalker84

Member
Everything max'd except AA. Running pretty smooth at 1920x1200

OC'd 3930k @4.2Ghz
32GB Samsung 30nm Ram
2x Gigabyte OC'd GTX 670's
 
1080p
Stock i7 2600
Oced 2gb 7850 from 860mhz to 1000mhz.
8 GB RAM
13.2 (6) beta drivers

Everything on High, 2x msaa, no vsync.

SP - outdoors 31-45 FPS no jitters
SP - indoors 40-65 FPS no jitters

MP - 45-75 FPS some jitters

FPS is all over the place but the transitions are smooth. I'm not noticing any frame latency except some small ones in MP but that could be Internet lag. Game probably needs a patch.
 

dark10x

Digital Foundry pixel pusher
Because TXAA is the worst thing to happen to Image Quality since FXAA. It's only acceptable for blind people who think smearing every texture is an acceptable loss to get rid of aliasing.

However, I will say that I'm glad Crytek is giving everyone their option to choose, but is still pushing SMAA as the future of AA, as SMAA really blows FXAA and TXAA out of the water.
Blah blah blah

I'll take TXAA over any of those other options any day. The end result is a much more consistent and smooth image that more closely resembles what you'd see from a pre-rendered CG image.

Thankfully there are plenty of options available so we can make the choice.
 

BobTheSpy

Banned
Hey, the kotaku reviewer of Crysis 3 said none of you guys could get the game running well even on a high-end setup. He said he could barely handle medium on his 660 ti - is this true?
 
Hey, the kotaku reviewer of Crysis 3 said none of you guys could get the game running well even on a high-end setup. He said he could barely handle medium on his 660 ti - is this true?

I'm running everything on Very High (except shadows on High) w/ low motion blur... and its running great for me.

EDIT: the pcgameshardware.de benchmarks linked above, seem to accurately show the performance i'm getting.
 
If Kotaku is going to make that claim, they should at least describe their setups specifically including driver information and give some actual benchmarks. That's a claim that requires actual data to be useful to their readers.
 

Mr. Plankton

Neo Member
I have:

i5 2500K @ 4.2 GHz
GTX 670 Power Edition SLI @ MSI clocks
8 GB DDR3 RAM @ 1600 MHz
1 TB SATA III HDD

Should I be okay after installing 314.07?
 
I have:

i5 2500K @ 4.2 GHz
GTX 670 Power Edition SLI @ MSI clocks
8 GB DDR3 RAM @ 1600 MHz
1 TB SATA III HDD

Should I be okay after installing 314.07?

Over clock that sumbitch CPU to 4.7 and stop teasing lol I got 2 670s and a 3570k at 4.7. My 670s are over clocked as well and I'm getting a nice 60 fps with everything very high except water and shadows at 1080p so you'll be good. And yes download that driver.
 

markao

Member
Gamefront has an article up with many cvars from the game: Crysis 3: PC Developer Console Commands
Update: We’ve had the chance to play with the game and EA’s been kind enough to send us a complete list of dev console commands with full details on how they work. Check them out below.


Gameplay

Field of View
CVar: cl_fov
Recommended to be placed in system.cfg
The vertical field of view in degrees.
This controls several individual FOV controls That you can tweak manually if you prefer:

cl_FOV – The main field of view
r_DrawNearFOV – the field of view for nearby objects (held weapon, etc)
pl_movement.power_sprint_targetFOV – The field of view while power sprinting
Default Value: 60

HUD Bobbing
CVar: cl_bobhud
Recommended to be placed in system.cfg
Controls the amount of bob hud which is applied.
Default is 1.0

HUD Canvas Adjustment
CVar: hud_canvas_width_adjustment
Recommended to be placed in system.cfg
Multiplayer only. Multiplies the width of the HUD’s virtual canvas in cases where it may overlap monitor boundaries in multi-monitor setups. NOTE: before this multiplier is applied, the HUD clamps itself to a 16:9 res.
Default is 1.0

Hud Hide
CVar: hud_hide
Recommended to be placed in system.cfg
If this cvar is true the HUD will be hidden from view completely.
Suitable for screenshots or very immersive play. NOTE: This feature is not fully supported, and this cvar value might need to be reset in game, e.g. on loading a save.
Default is off (hud visible)

Music Volume
CVar: s_MusicVolume
Recommended to be placed in system.cfg
Controls the volume of Music, in the range from 0.0 to 1.0.
Default is 1.0, full volume.

SFX Volume
CVar: s_SFXVolume
Recommended to be placed in system.cfg
Controls the volume of SFX, in the range from 0.0 to 1.0.
Default is 1.0, full volume.

Dialog Volume
CVar: s_DialogVolume
Recommended to be placed in system.cfg
Controls the volume of Dialog, in the range from 0.0 to 1.0.
Default is 1.0, full volume.

Max FPS Limit
CVar: sys_MaxFps
Recommended to be placed in system.cfg
Limits the frame rate to specified number.
A value of 0 means no limit.
Default is 0

Input


Toggle Crouch
CVar: cl_crouchToggle
Recommended to be placed in system.cfg
Makes the crouch key work as a toggle.
Default is on

Toggle Zoom
CVar: cl_zoomToggle
Recommended to be placed in system.cfg
Makes the zoom key work as a toggle.
Default is on

Mouse Smoothing
CVar: i_mouse_smooth
Recommended to be placed in system.cfg
Set mouse smoothing value, also if 0 (disabled) there will be a simple average between the old and the actual input.
(1.0 = very very smooth, 30 = almost instant)
Default is 0.0

Mouse Acceleration
CVar: i_mouse_accel
Recommended to be placed in system.cfg
Set mouse acceleration, 0.0 means no acceleration.
Default is 0.0

Mouse Acceleration Max
CVar: i_mouse_accel_max
Recommended to be placed in system.cfg
Set mouse max mouse delta when using acceleration.
Default is 100.0

Mouse Sensitivity
CVar: cl_sensitivity
Recommended to be placed in system.cfg
Sets mouse sensitivity.
Default is 30.0

Graphics Features

Particle Collisions
CVar: e_ParticlesObjectCollisions
Recommended to be placed in autoexec.cfg
Controls what objects particles will collide with.
Default Value: Static (Low/Medium), Dynamic (High/Very High)
None: No particle collisions at all.
Static: Particles tagged for collisions will interact with static objects.
Dynamic: As with Static, but dynamic objects also.

Particle Motion Blur
CVar: e_ParticlesMotionBlur
Recommended to be placed in autoexec.cfg
Enables or disables motion blur effect on fast moving particles.
Default Value: Off (Low/Medium/High), On (Very High)

Force Soft Particles
CVar: e_ParticlesForceSoftParticles
Recommended to be placed in autoexec.cfg
Forces all possible particles to use soft intersections with geometry – increases the cost but will all but eliminate hard edges on particles.
Default Value: Off (Low/Medium/High), On (Very High)

Tessellation
CVar: e_Tessellation
Recommended to be placed in autoexec.cfg
Enables or disables DX11 ALL tessellation.
Default Value: Off (Low/Medium/High), On (Very High)
NOTE: Currently not tweakable in the latest build of the game.
Will be tweakable soon.

Water Ocean Tessellation
CVar: r_WaterTessellationHW
Recommended to be placed in autoexec.cfg
Enables or disables DX11 tessellation for the ocean water surface.
Default Value: Off (Low/Medium/High), On (Very High)

Pixel Accurate Displacement Maps
CVar: r_SilhouettePOM
Recommended to be placed in autoexec.cfg
Enables or disables the Pixel Accurate Displacement Mapping (VERY GPU intensive).
Default Value: Off (Low/Medium/High), On (Very High)

Real-time Global Illumination
CVar: e_GI
Recommended to be placed in autoexec.cfg
Enables or disables real-time Global Illumination.
Default Value: Off (Low), On (Medium/High/Very High)

Real-time Volumetric Cloud Shadows
CVar: r_FogShadows
Recommended to be placed in autoexec.cfg
Enables or disables Real-time Volumetric Cloud Shadows.
Default Value: Off (Low/Medium), On (High/Very High)

Volumetric Water Shadows
CVar: r_FogShadowsWater
Recommended to be placed in autoexec.cfg
Enables or disables the Real-time Volumetric Shadows underneath water.
Default Value: Off (Low), On (Medium/High/Very High)

Screen-space Reflections
CVar: r_SSReflections
Recommended to be placed in autoexec.cfg
Enables or disables the Screen-Space reflections effect on glossy or reflective materials.
Default Value: Off (Low/Medium/High), On (Very High)

Depth of Field
CVar: r_DepthOfField
Recommended to be placed in autoexec.cfg
Enables or disables the depth of field blur effect.
Default Value: OnNOTE: Currently not tweakable in the latest build of the game.
Will be tweakable soon.

Explosion Blur
CVar: g_radialBlur
Recommended to be placed in autoexec.cfg
Enables or disables the radial blur effect applied after an explosion.
Default Value: On

Color Grading
CVar: r_ColorGrading
Recommended to be placed in autoexec.cfg
Enables or disables the artist controlled color grading post-processing effect.
Default Value: On

Graphics Tweaking

Sharpening
CVar: r_Sharpening
Recommended to be placed in autoexec.cfg
Controls the level of the post-processing image sharpening filter.
Higher values give more sharpening, but too high values will create artifacts
A value of 0.0 is off
Default Value: 0.25

Chromatic Aberration
CVar: r_ChromaticAberration
Recommended to be placed in autoexec.cfg
Controls the level of the post-processing chromatic aberration.
A value of 0.0 is off
Default Value: 1.5

Filmgrain
CVar: r_HDRGrainAmount
Recommended to be placed in autoexec.cfg
Controls the level of film grain applied to the final image to help alleviate artifacts from lack of colour precision in 32-bit colour displays.
A value of 0.0 is off
Default Value: 0.0

Bloom amount
CVar: r_HDRBloomRatio
Recommended to be placed in autoexec.cfg
Controls the level of bloom used to simulate over-bright areas of the screen
Default Value: 0.15

Bloom threshold
CVar: r_HDRBrightLevel
Recommended to be placed in autoexec.cfg
Controls the brightness level threshold used to compute bloom
Default Value: 1.0

Ambient Occlusion Method
CVar: r_ssao
Recommended to be placed in autoexec.cfg
Chooses the ambient occlusion method
Default Value: SSAO (Low/Medium/High), SSDO (Very High)
None: No ambient occlusion is used.
SSAO: Screen-space Ambient Occlusion.
SSDO: Screen-space Directional Occlusion.

Texture Pool Size (MB)
CVar: r_TexturesStreamPoolSize
Recommended to be placed in autoexec.cfg
Sets the size of VRAM that is available in a pool for texture streaming.
Value is in Megabytes, and may be clamped based on the amount of video memory detected
Default Value: 192 (Low), 384 (Medium), 512 (High/Very High)

Shadow Timeslicing
CVar: e_GsmCache
Recommended to be placed in autoexec.cfg
Saves GPU performance by updating distant shadows less often.
Default Value: On (Low) Off (Medium/High/Very High)

Shadow Casting Light Scale
CVar: e_ShadowsResScale
Recommended to be placed in autoexec.cfg
Controls the resolution of shadow maps used for individual shadow casting lights.
Value is an arbitrary multiplier, so doubling this will double the resolution of each light
Default Value: 3.4 (Low/Medium/High), 40 (Very High)

Tessellated Shadow Cascades
CVar: e_ShadowsTessellateCascades
Recommended to be placed in autoexec.cfg
Determines how many shadow cascades to apply tessellation for.
A setting of 0 disables tessellation in all shadows.
Default Value: 1

NOTE: Currently not tweakable in the latest build of the game.
Will be tweakable soon.

Shadow Pool Size
CVar: e_ShadowsPoolSize
Recommended to be placed in autoexec.cfg
Sets the size of the shadow pool render target – increased size produces more resolution available for, and fewer artifacts in shadow casting lights (NOT including the sun). Value should be a power of 2 (128, 256, …)
If the pool is too small to fit the minimum size for the shadow casting lights, the GPU will thrash and performance will be severely impacted
Default Value: 2048 (Low/Medium/High), 4096 (Very High)

Sun Shadow Map Size
CVar: e_ShadowsMaxTexRes
Recommended to be placed in autoexec.cfg
Sets the size of each sun shadow cascade – increased size produces more resolution available for sun shadows.
Default Value: 512 (Low), 1024 (Medium/High/Very High)

Global Illumination Timeslicing
CVar: e_GICache
Recommended to be placed in autoexec.cfg
Sets the number of frames to cache GI results for before regenerating
A value of 0 disables all caching and regenerates GI every frame
Default Value: 7

Global Illumination Iterations
CVar: e_GIIterations
Recommended to be placed in autoexec.cfg
Sets the number of iterations to perform when calculating Global Illumination
A higher number will reduce bleeding and lengthen the light propagation distance
Default Value: 10

Tessellation Distance Limit
CVar: e_TessellationMaxDistance
Recommended to be placed in autoexec.cfg
Changes the distance in metres where tessellation will stop applying to objects
Default Value: 30

Tessellation Triangle Target Size
CVar: r_TessellationTriangleSize
Recommended to be placed in autoexec.cfg
The length of a triangle edge in pixels to aim for when tessellating.
Default Value: 8

Grass Instance Animation Distance
CVar: e_MergedMeshesInstanceDist
Recommended to be placed in autoexec.cfg
Distance fudge-factor where interactive grass instances will stop animating.
Default Value: 4.5 (Low/Medium/High) 8.0 (Very High)

Grass Instance Max Distance
CVar: e_MergedMeshesViewDistRatio
Recommended to be placed in autoexec.cfg
Multiplier controlling where chunks of interactive grass instances will disappear in the distance.
Default Value: 50
LOD distance ratio
CVar: e_LodRatio
Recommended to be placed in autoexec.cfg
Controls how close objects drop to lower Levels Of Detail. A higher number means a longer distance before this drop happens.
Default Value: 4 (Low), 6 (Medium) 20 (High), 40 (Very High)

View distance ratio (General)
CVar: e_ViewDistRatio
Recommended to be placed in autoexec.cfg
Controls how close objects will stop rendering in the distance.
Default Value: 25 (Low), 35 (Medium) 100 (High/Very High)

View distance ratio (Vegetation)
CVar: e_ViewDistRatioVegetation
Recommended to be placed in autoexec.cfg
Controls how close vegetation will stop rendering in the distance.
Default Value: 21 (Low), 31 (Medium) 100 (High/Very High)

View distance ratio (Detail)
CVar: e_ViewDistRatioDetail
Recommended to be placed in autoexec.cfg
Controls how close certain objects marked as ‘detail’ by artists will stop rendering in the distance.
Default Value: 19 (Low), 24 (Medium) 100 (High/Very High)

Miscellaneous


Skip Intro Movies
CVar: g_skipIntro

Recommended to be placed in system.cfg
Skips the introduction movies that play before the main menu at game boot.
Default Value: Off

Fullscreen window mode
CVar: r_FullscreenWindow
Recommended to be placed in system.cfg
When enabled, selecting ‘fullscreen’ in the menus will use a window that fills the screen, allowing easy alt-tab.
Windowed mode will behave as normal.
Default Value: Off

Disallow Fullscreen Pre-emption
CVar: r_FullscreenPreemption
Recommended to be placed in system.cfg
When enabled, Pop-ups such as instant message windows and other focus-stealing windows will not minimise the game.
Default Value: On

Force Output Monitor
CVar: r_overrideDXGIOutput
Recommended to be placed in system.cfg
Gives the number of display to use when creating the game window. 0 is the default/primary monitor and 1, 2, etc are displays after that. Allows you to create the window on a different monitor from your primary monitor (e.g. a TV or other external display)
Default Value: 0

Multi-GPU Support
CVar: r_MGPU
Recommended to be placed in system.cfg
Determines Multi-GPU support in engine.
Default Value: Autodetect
Disabled: No multi-GPU support.
Forced: Multi-GPU support is force-enabled.
Autodetect: CryEngine auto-detects whether or not to enable Multi-GPU support.

Hardware Gamma Level
CVar: r_Gamma
Recommended to be placed in system.cfg
Changes the hardware gamma level. Affects desktop as well.
Default Value: 1.0

Internal Occlusion Culling
CVar: e_CoverageBufferReproj
Recommended to be placed in autoexec.cfg
Controls the internal occlusion culling. You shouldn’t need to modify this cvar, but if you encounter any popping with rapid moving, experiment with disabling this.
Default Value: On

Game Network Port
CVar: g_blaze_gamePort
Recommended to be placed in system.cfg
The network port games connections will be made on.

Enable Blaze VOIP
CVar: net_blaze_voip_enable
Recommended to be placed in system.cfg
Toggles whether Blaze VOIP is enabled or not.
Default Value: On

Enable Blaze VOIP PTT
CVar: net_blaze_voip_enable_ptt
Recommended to be placed in system.cfg
Toggles whether Blaze VOIP Push-to-talk is enabled or not.
Default Value: On

Enable Blaze VOIP
CVar: net_blaze_voip_playback_volume
Recommended to be placed in system.cfg
Sets the Blaze VOIP playback volume, in the range 0.0 to 1.0.
Default Value: 1.0 Full volume
 

codhand

Member
you actually can skip through the intro stuff without the config, though not the same thing i realize, still nice they added/subtracted that from c1/2,

that's a lot of tweaks, no idea where to start with my above average setup.
 

Adam Blue

Member
Just played some on my lunch break:

i7-950 oc'd at 3.7ghz (trying for 4 but it never gets there - my temps max at 54c)
14GB RAM
7970 GE

Everything on max levels. But, only 1680 by 1050. My monitor does 1080p but for some reason when I choose that res things look odd. Might be something in the CCC I have to mess with.

60fps most of the time on the first level. It inconsistently drops to 30 every once in a while.







 
Man, disc installs are slow. I really wanted to test this game before work, UPS came 45 minutes before I had to leave, install finishes 45 minutes later. Guess Ill have to test it tonight.
 

Jonm1010

Banned
Has anyone with an x51 with the i7 and 660 tested this game out?

I searched and couldn't find anything(I know it's a niche system). I saw various comments on the 660ti which is an upgrade over my card so I assume it'll be below that, but actual hands on commentary would be awesome!

I'm looking to pick this up eventually but the tepid reviews have sort of pushed me to wait for a sale. But was just curious what sort of performance I'm likely to get when I do.
 

kharma45

Member
Has anyone with an x51 with the i7 and 660 tested this game out?

I searched and couldn't find anything(I know it's a niche system). I saw various comments on the 660ti which is an upgrade over my card so I assume it'll be below that, but actual hands on commentary would be awesome!

I'm looking to pick this up eventually but the tepid reviews have sort of pushed me to wait for a sale. But was just curious what sort of performance I'm likely to get when I do.

The 660 in the X51 is basically a 660Ti.
 

Jonm1010

Banned
The 660 in the X51 is basically a 660Ti.
Oh ok I thought mine had a slight drop in performance due to lower ram or something like that.

I guess I'll just continue to follow the guys with the 660ti's and see how things play out after driver updates and such. Thanks!
 

kharma45

Member
Oh ok I thought mine had a slight drop in performance due to lower ram or something like that.

I guess I'll just continue to follow the guys with the 660ti's and see how things play out after driver updates and such. Thanks!

The 1.5GB of VRAM is essentially what the 660 and 660 Ti has because of the memory bus.
 

Jonm1010

Banned
The 1.5GB of VRAM is essentially what the 660 and 660 Ti has because of the memory bus.
Oh ok. Good to know. I always assumed the x51 version was slightly gimped compared to the retail versions so I just automatically deducted a few FPS whenever I saw a 660ti or 660 benchmark.
 

kinggroin

Banned
Just played some on my lunch break:

i7-950 oc'd at 3.7ghz (trying for 4 but it never gets there - my temps max at 54c)
14GB RAM
7970 GE

Everything on max levels. But, only 1680 by 1050. My monitor does 1080p but for some reason when I choose that res things look odd. Might be something in the CCC I have to mess with.

60fps most of the time on the first level. It inconsistently drops to 30 every once in a while.









Could you post a screen with fraps looking at the first big room with the blue light thing in the middle?

So many folks in here saying that they get 60fps with some drops at high resolutions/max detail/single GPU setups. I'm skeptical unless all anyone is doing is looking at low detail areas when reporting their performance.

If you guys are being straight, then I'd have to say my Phenom II x4 is holding my 670 back a ton.....at 720p.
 
Could you post a screen with fraps looking at the first big room with the blue light thing in the middle?

So many folks in here saying that they get 60fps with some drops at high resolutions/max detail/single GPU setups. I'm skeptical unless all anyone is doing is looking at low detail areas when reporting their performance.

If you guys are being straight, then I'd have to say my Phenom II x4 is holding my 670 back a ton.....at 720p.

If you are CPU limited, then playing at low resolution isn't likely to help.
 

Portugeezer

Member
My 5850 will cry, but I ran Crysis 2 at around 45fps average, hoping medium settings on Crysis 3 will give me 30-40fps.

Edit: My AMD Phenom II X4 840 will probably struggle though, facking need a better AM3 CPU, no AM3+ for my mobo!!
 
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