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Was Crysis poorly optimized?

Definitely unoptimised.

It came out in 2008 and I still can't max it at 60fps on a 980Ti/3570 combo (with only 2xMSAA at 1080p). There have been games since that run and look better, and since that's my basis I'll say definitely yes.

Its gameplay code is single threaded. The only reason you will not get 60fps is because of that. Otherwise everything scales extremely well with modern hardware.
 
Because for a game that released nearly EIGHT years ago, it's still a bitch to run. It'll humble most modern PCs. It just doesn't seem like there is any way to maintain a solid 60fps without frequent dips and stutters into the 20s/30s/40s. It's really bizarre and not something I've encountered with any other game.

Crysis 2, by comparison, performs much better.

I had been having issues running Crysis at a decent frame rate on my 960GTX. I had to drop quite a few setting to medium/low just to get a framerare that hovered between the 30s-50fps. I couldn't understand how I was having such trouble.

My problem? Windows 7 had parked my CPU cores so I was only using 5% of it's power! So I unpacked them, and now I'm running it at 60fps at very high settings.

It seems the game is pretty CPU bound. My only issue now is the game is locking out the "Objects quality" setting to low. I can't change it, or at least haven't figured out a way around it outside of making a couple config changes.

But yeah, poorly optimized in my opinion.
 
Can you find those quotes? Because direct documentation regarding how they changed up things in C2 points to the fact that their were multiple paradigm shifts regarding settings and hardware and not the fact that the game was coded poorly.

A quick search turned up this:
http://www.dsogaming.com/news/cryte...ysis-2-didnt-implement-tessellation-properly/

But I also remember a different article going into more detail on how the artists had no restrictions on how to build the levels, so when they put everything together it turned out to be a huge mess.

A long time ago I was also kinda involved with Crytek, so I know a little bit about how hectic and rushed the development got towards the end.

Edit: As you say above, the single threaded nature can even push top notch CPUs to its knees today.
 
A quick search turned up this:
http://www.dsogaming.com/news/cryte...ysis-2-didnt-implement-tessellation-properly/

But I also remember a different article going into more detail on how the artists had no restrictions on how to build the levels, so when they put everything together it turned out to be a huge mess.

A long time ago I was also kinda involved with Crytek, so I know a little bit about how hectic and rushed the development got towards the end.

Edit: As you say above, the single threaded nature can even push top notch CPUs to its knees today.
His quote is talking about scaling, making it so that all settings look great. To quote their Cryengine 3 tech presentation:
specsa1sps.png


The settings on Very High ran so poorly back then because the samples, complexity, precision was just so darn high and hardware could not keep up. Hence why they made multi-tiered effects in CE3.

Unoptimized really should mean "made it scale visually better to lower end hardware" in this case.
 
Crysis is something I am really proud of.
A game made in germany which was undoubted one of the best (looking) shooters of all time.
A game that really took advantage of the pc.
The only game I remember doing something similar was Metro 2033 and Witcher series.
Man, have the mighty fallen with Crysis 2 and now I don't even know anything about them.

When I see games like MGS PP or Far Cry it's really sad that a lot of the greatness of Crysis is still missing in modern games.
 
A quick search turned up this:
http://www.dsogaming.com/news/cryte...ysis-2-didnt-implement-tessellation-properly/

But I also remember a different article going into more detail on how the artists had no restrictions on how to build the levels, so when they put everything together it turned out to be a huge mess.

A long time ago I was also kinda involved with Crytek, so I know a little bit about how hectic and rushed the development got towards the end.

Edit: As you say above, the single threaded nature can even push top notch CPUs to its knees today.

Have You even read the article, which is stupid btw? Its a modder, not a dev.

They never said it was unoptimized mess, though they said it wasnt optimized as it should in some CE3 presentations. I cant point which, because i dont have PowerPoint installed.
Check: CE3: Reaching the speed of light, Secrets of CryEngine 3 technology,

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Also this quote - http://crytek.com/assets/Crysis-2-Key-Rendering-Features.pdf
In Crysis 1, a relatively brute force approach was used, where all features on lowest settings would be completely turned off, including HDR rendering, shadowsand all post processes.
Users were also forced to use lower resolutions for improving performance, which meant a lot of our low end hardware owners would not be able to achieve a decent visual experience of our game at good frame rates. Running Crysis 1 at HD resolutions on highest end hardware in 2007 was simply not possible

This time around, throughout the entire project,we dedicated a lot of effort to optimization. All features are present across all system specs, including HDR rendering, shadows, motion blur, SSAO, Depth of field and post MSAA. Anisotropic filtering is also used on every system spec

This effort made our lowest specification equal in many aspects and even superior to CryENGINE2 High specs
 
At the time it was not. It was amazingly optimized. I got it to run on an ATI 2600m card.

Now there are algorithms in Crysis that have been improved.
 
Crysis still today does things with its AI that few if any other games do. Especially Crysis 2 and 3, which were massively simplified.

In Crysis, the AI not only knows how to dynamically traverse complex terrain, but it can do so recalculating everything in real-time, allowing enemies to navigate around constantly changing destructed environments.

Knock a tree down? The AI knows how to move around it seamlessly.

Blow up a shack? The AI knows how to change directions or even modify their approach since they know certain cover no longer exists.


And compared to pretty much every other open-world game out there, the destruction isn't just dynamic, but it's persistent too. All that debris stays in the world instead of magically disappearing and falling through the world. Every tree you down stays there as real objects in the game. Every shack you blow apart has panels which fly everywhere creating new obstacles in your way or new pieces of cover.

As much as I love Far Cry 4 and other modern open-world games, still today none of them come close to what Crysis was doing nearly a decade ago.



Was it optimized? Well, I played through the entire game (except the final level) on high settings on a $900 computer when it came out. That included a modest dual-core CPU, a $200 8800GT, and 4GB of ram (I think). That was at 1680x1050 resolution.
 
There might have been optimization issues, sure, but that game looked like out of this world when it was first shown. Like, of course it had to cause problems on systems since it was far and beyond the best looking game.
 
Crysis still today does things with its AI that few if any other games do. Especially Crysis 2 and 3, which were massively simplified.

It wasnt. Open an editor and put C2 and C3 NPCs to similar map to Crysis 1 and see how they behave.
 
Ran pretty well in my 8800gt (and previously 8600gt) + Athlon x2 at medium/high (mostly high) settings, around 30fps, back in 2008.
Played it a couple of years ago on a 7850 and Phenom II, everything Ultra, 60fps with very few drops.
Haven't tried it with my new i7, but if a Phenom II ran it so well at Ultra...

Never experienced problems running it. So I'd say no.
 
Given how later versions and sequels of the game looked as good, but ran significantly better, yes, I'd argue it was poorly optimised.
 
Yes and no.
Yes in a sense that most of its features were optimized to hell in CE 3 and CPU scaling was bad due to being locked to two threads.
No, because it tried some completely new tech which we know is not always completely optimized when pioneered and it actually had decent lower quality settings.

It definitely used bruteforce approach for some of the stuff though.

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No, it didnt.

Well, it looked better. At least vs vanilla 2. Also, IIRC, Crytek scrapped a lot of effects from Cryengine 3 to make it run on consoles.
 
This thread just made me nostalgic.

Here are a bunch of images my friend took of the Crysis demo in 2007 and the subesquent email exchange.
If you look at the screenshots, they still look surprsingly awesome given the fact the game came out 8 years ago.
subject: it's all over the place
body: No matter how nicely I asked it, Crysis refused to be gentle with my computer.
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re: how did it run!? AHHH!! TEll me everything, all the specs, the details, the etc!!!
re: It runs as nicely as a really fat girl. An incredibly good looking fat girl. That doesn't make any sense.
 
Ran pretty well in my 8800gt (and previously 8600gt) + Athlon x2 at medium/high (mostly high) settings, around 30fps, back in 2008.
Played it a couple of years ago on a 7850 and Phenom II, everything Ultra, 60fps with very few drops.
Haven't tried it with my new i7, but if a Phenom II ran it so well at Ultra...

Never experienced problems running it. So I'd say no.
It did not run great on the 8800 series of cards, unless you played at very low resolutions, even then, you could not play this on ultra. Even at medium settings it was constantly below 30fps on such a card. Tbh, even sli 8800gt's averaged around 35fps at med settings at 1900*1200.
 
If only Crysis 2 and Crysis 3 did everything else I mentioned about dynamic and persistent environment destruction....

I told You, open editor and make a map with dynamic destruction. You can do that easily.
http://www.crytek.com/news/the-crysis-2-mod-sdk-is-here

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Well, it looked better. At least vs vanilla 2. Also, IIRC, Crytek scrapped a lot of effects from Cryengine 3 to make it run on consoles.

No, they didnt. They actually added a lot.
Stop throwing those assumption as facts, they are not true. There a lot of tech publications on Crytek's site to prove You wrong.
http://crytek.com/cryengine/presentations&page=2
 
By modern standards, Crysis is absolutely poorly optimized. As others have pointed out, it is severely thread-limited, meaning that CPU times often bottleneck performance even on systems that would be more than capable of running the game were the workload more evenly distributed. That's pretty much the definition of poor optimization. Let's not forget that the game also shipped with a 64-bit executable that famously ran slower than the 32-bit version, even on 64-bit hardware.

That's not to say that the engine was poorly designed. Crysis is definitely a product of its time, and it would be ridiculous to suggest that a game releasing in 2007 should have support for arbitrary CPU cores, or that they're responsible for the performance issues common to all 64-bit compilers at the time.

But regardless of the context, it's strange to see a game from 2007 fail to run smoothly on hardware from 6+ years after it was released. It suggests that they overreached, putting more detail into the game than machines could reasonably display, incorrectly assuming that hardware would scale in a certain way over the coming years. The result is a bottleneck that is so obvious and prevalent that people are still talking about it in 2015. It's an understandable mistake to make, but lets not fool ourselves into thinking it wasn't a mistake. There's a reason they built CryEngine 3 from the ground up after Crysis shipped. Major changes were needed if the engine was going to stay relevant.
 
I think it's most correct to call it a product of it's time. Even on consoles devs were scratching their heads at good multithreading in 2007. C2 and 3 also pulled back the level of details on distant trees and foliage iirc, whereas Crysis 1 drew a long ass ammount.

I miss those days though, these days good looking games are nothing unusual, but there's nothing you can quite point to like Crysis 1 in 2007 and say "that, that there is the best looking".

Some things like the amount of shading effects just in leaves and how foliage moved is still ahead of some modern games.

Crysis3.png


crysis2011-01-2920-30-0x1z.png


I remember when it came out people tried to argue Halo 3 or Killzone 2 or 3 looked better than it. Lol.


But regardless of the context, it's strange to see a game from 2007 fail to run smoothly on hardware from 6+ years after it was released. It suggests that they overreached, putting more detail into the game than machines could reasonably display, incorrectly assuming that hardware would scale in a certain way over the coming years. The result is a bottleneck that is so obvious and prevalent that people are still talking about it in 2015. It's an understandable mistake to make, but lets not fool ourselves into thinking it wasn't a mistake. There's a reason they built CryEngine 3 from the ground up after Crysis shipped. Major changes were needed if the engine was going to stay relevant.

Yeah, that's fair, I think the thing is that single thread performance on desktops hasn't actually come that far from 2007, which they may have expected. Instead we've gotten more cores and the expectation for devs to use them well, we went wider instead of taller.

Even Valve was dragging their feet there hoping for higher performance single cores rather than additional cores.
 
But regardless of the context, it's strange to see a game from 2007 fail to run smoothly on hardware from 6+ years after it was released. It suggests that they overreached, putting more detail into the game than machines could reasonably display, incorrectly assuming that hardware would scale in a certain way over the coming years. The result is a bottleneck that is so obvious and prevalent that people are still talking about it in 2015. It's an understandable mistake to make, but lets not fool ourselves into thinking it wasn't a mistake. There's a reason they built CryEngine 3 from the ground up after Crysis shipped. Major changes were needed if the engine was going to stay relevant.

Indeed. Assuming single threaded performance would keep increasing as it had before was the achilles heel of the engine.

It was also a heavy preference at the time, as people like JC and otherwise wanted the market to go that way as well.

edit: Durante, if you read this. Could you per chance post that one graph displaying single threaded performance over time vs. total multi-core performance?
 
I told You, open editor and make a map with dynamic destruction. You can do that easily.
http://www.crytek.com/news/the-crysis-2-mod-sdk-is-here

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No, they didnt. They actually added a lot.
Stop throwing those assumption as facts, they are not true. There a lot of tech publications on Crytek's site to prove You wrong.
http://crytek.com/cryengine/presentations&page=2

Wow, so defensive.
That's why I added IIRC. I didn't state anything as fact.
Sorry if I offended you.
 
It doesnt take advantage of current multi core CPUs right now, it could use a patch for that. (they wont I know)
 
It doesnt take advantage of current multi core CPUs right now, it could use a patch for that. (they wont I know)

I am not sure if that would ever be possible even, the thing that slows it down currently is AI code which is all in lua if I recall.
 
i think an area thats overlooked in these threads is whether or not the devs made decisions that have a good visual return to performance ratio. crysis 1 was not stellar in that regard.
 
Wonder how much it'd cost to port over the PS360 version, which was done with CE3 (with the missing stuff included even?).
 
I dunno OP, Crysis ran pretty damn well on my E8500 and 8800GT, ran even better with some custom ini files, rarely dipped under 30 fps. I don't know what Crytek did but even at 30 FPS Crysis felt really, really smooth. Was that just their motion blur compensating maybe?

Far Cry 3 hardly ever was a "graphical" beast imo, it looked good for the time but has aged rather poorly.

On topic : the game is extremely CPU bound in some places, my framerate does drop below 60 on occasion.

So is FC3 just poorly optimized? I can't keep an even 60 for the life of me, dips into the low 30s in villages that has those weird christmas lights. Meanwhile BF4 on ultra is doing just fineee.
 
Ran like shit when it came out, even on good hardware. You could drop the resolution and the visual effects to make it run a little better, but then it looked like crap. I built a new computer to run this game, but ended up never really enjoying it much due to the performance.
 
What I never got was (and I'm going to paraphrase here because I don't remember the exact wording) that CryEngine 2/3 was backwards compatible with art assets and other such file formats from CE1, and that's partially how the original Crysis was ported to the 360/PS3. An amazing port considering the hardware.

I don't get why this engine port wasn't released on PC. There's still a sales opportunity for a Crysis trilogy on the PC and consoles, but I guess Peter Moore isn't cool with that.
wtzgU.gif


Wonder how much it'd cost to port over the PS360 version, which was done with CE3 (with the missing stuff included even?).

See? He gets the idea.
 
He is former modder who has been part of the team since 2011. Wtf are you on about?

He is mainly talking about optimizing for lower systems through scaling visuals though, and not saying "it was coded poorly".

Which, due to the nebulous phrasing of the term "unoptimized" in general, confuddles this thread.

We should probably reference optimization in three ways.
1. Changing some process paradagmitically to achieve the same result but with better performance
2. Reducing the hardware strain of some process so that it runs better
3. In the way Xzero and Cryengine documentation mentions it, "making the process scale visually on multiple configs"
Metro 2033 was as demanding as Crysis 1

GPU wise Metro is actually harder on your PC than Crysis 1 if you turn on Advanced DX11 DOF.
 
He is mainly talking about optimizing for lower systems through scaling visuals though, and not saying "it was coded poorly".

Which, due to the nebulous phrasing of the term "unoptimized" in general, confuddles this thread.

We should probably reference optimization in three ways.
1. Changing some process paradagmitically to achieve the same result but with better performance
2. Reducing the hardware strain of some process so that it runs better
3. In the way Xzero and Cryengine documentation mentions it, "making the process scale visually on multiple configs"
He said that xzero wasn't a dev which is bs. I say anything else about their post.
 
It made by XPS 720 melt. I had like a 2.6Ghz Quad Core in there and I OC'd my GTX 8800, I believe it was. Obtaining 30FPS on Ultra was a struggle.
 
Definitely unoptimised.

It came out in 2008 and I still can't max it at 60fps on a 980Ti/3570 combo (with only 2xMSAA at 1080p). There have been games since that run and look better, and since that's my basis I'll say definitely yes.
2007 actually, 2008 had it's expansion.
 
Yes! Thanks for posting it.

That orange line is the main reason why Crysis runs the way it does today. I really am not sure if any CPU can play a level like the Harbor or Assault @ 60fps, even today.

I'm assuming you mean at stock clocks. Surely a heavily OC'd high end CPU can do it?
 
Have You even read the article, which is stupid btw? Its a modder, not a dev.

They never said it was unoptimized mess, though they said it wasnt optimized as it should in some CE3 presentations. I cant point which, because i dont have PowerPoint installed.
Check: CE3: Reaching the speed of light, Secrets of CryEngine 3 technology,

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Also this quote - http://crytek.com/assets/Crysis-2-Key-Rendering-Features.pdf

I dunno? Why is it stupid? No need to fly off the handle, but I know you're the biggest Cytek fanboy on this board. Modder or not, he got hired by Crytek and should know this engine quite well. Another quote:

You'd be amazed by how bad C1 is in terms of optimizations. You'd also be amazed by how much merging shaders can help speed up the engine. CE2 was a huge waste of resources, it really was. Just.... trust me on that.

Anyway, as I said there were other sources for how unoptimized the engine is, even though it hurts some feelings here. Not sure why.
 
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