Did Crysis 1 had these: Tessellation, Displacement Mapping, Realtime Local Reflections and Tone Mapping, Bokeh Filters, Ambient Occlusion, Hi-res textures?
No
Actually, it did have displacement mapping (parallax occlusion mapping, to be accurate), tone mapping (though not with a filmic S-curve like they're touting for Crysis 2), ambient occlusion, and hi-res textures (in fact the textures Crysis 2 launched with were lower-resolution than Crysis's, hence PC gamer outcry). The only things that are new in Crysis 2 are the DX11 features (tesselation & real time local reflections) and the bokeh (which can easily be done in DX9).
That aside, this topic is incredibly silly. We don't know what kind of silicon the hardware makers are going to be launching with. They could be launching with silicon on par with a 680. That would make them high-end for the first year. Then they'd fall behind again. (Well, they're already behind
me with my 2x GTX 670s, but obviously I'm an outlier there.)
Also, the comparison between PC versions and console versions as a way to suggest that one is more optimized than the other is
horse shit. PC ports frequently have
huge image quality gains as well as graphics options that simply do not appear on the console versions. If you want to make a like:like comparison you actually have to set the graphics settings
equal to each platform's respective version.
And don't even bring up console Crysis, that one is clearly running at medium settings. Not high, not very high,
medium. That should tell you enough about how big the gulf is between them now.