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Crysis 3 PC Performance Thread

For anyone who hasn't realized it, the FOV value is your vertical fov. I've found 72 to be the sweet spot for me, extremely wide but not overly fish-eye on a 16:9 monitor. If you're used to a setting of 90 in some other games, setting FOV to 90 might be much wider than you're used to.
 
So i have a 7970 OC with an i5 3570k, 16gb RAM and i'm getting 15-30fps in the first level with everything maxed at 1920x1200res, this can't be right, can it? I've had a feeling my card might be underperforming for a while now, or is the actually accurate?
 
I STILL cant Max C1 and get anything over about 30FPS. Its horribly optimised.
So far in C3 the only levels that fucking punished my PC were the first level in New York proper, once you see al lthat grass, bam, 12 FPS. Fucking killed my PC. That and the 3 AA cannons later on i nthe game. The level was fine but once youre near the AA cannons, i was lucky to get 15 FPS.

But once you get to the dam level i get 30-40 FPS almost solidly for the rest of the entire game. And this is on very high, with shading/shadows on medium.

Its really well optimised but with a couple of absolute howlers (the rope bug, the grass absolutely destroying framerate)

Weird, I didn't have the grass taking a hit at all. Then again, I'm only playing it on all high with textures and water on very high.

The grass missions are actually the best performers for me.
 
So i have a 7970 OC with an i5 3570k, 16gb RAM and i'm getting 15-30fps in the first level with everything maxed at 1920x1200res, this can't be right, can it? I've had a feeling my card might be underperforming for a while now, or is the actually accurate?

edit:
Well, idk.
 
720 p . v-sync on. I7-3930k. 16 GB ram

I mean...

Yes the game has tessellation on characters and a lot of the environmental rocks. You notice it in the later levels and any of the larger rocks or even earlier on also.

All plants use tesselation also and so do some of the felled tree trunks.

Also... running the game at 720p does not really constitute as maxing it out... imo.
 
It has tessellation (not that youd know), but seems to have no POM, which is imo a better effect.

POM is turned on by default, even on LOW settings and its almost on every surface in the game :)

There is also new kind of POM [pixel accurate] that turns on only on very high.
 
I mean...

Yes the game has tessellation on characters and a lot of the environmental rocks. You notice it in the later levels and any of the larger rocks or even earlier on also.

All plants use tesselation also and so do some of the felled tree trunks.

Also... running the game at 720p does not really constitute as maxing it out... imo.

thanks :-)

Well it maxes out my widescreen monitor (1360 x 768) lol :P Im not the teh graphics must have 1080p kind of person. It does just fine for me.

Its an amazing game graphicly, well except that there's this small part in a tunnel, with brick textures which where all jarringly miss-alligned. The only fault I could find about the game graphics. Perhaps that
ladies hair/female leader
looks also looked really weird (compared to the rest of the game).
 
err

Also to be fair, some people with pretty high end machines are having trouble. The amount of people with 680s and i7s having wonky performance is surprising.
Right, but just because a game pushes even the fastest PC hardware on the market to its limit doesn't mean it's not optimized. There was a time when the latest PC games barely ran at all on even the fastest machines. People are too spoiled these days.

Back in the 90s, a hot new Origin title was bound to bring your Pentium 90 to its knees. Cybermage, Wing Commander 3 or System Shock at 640x480?! No sir.
 
Weird, I didn't have the grass taking a hit at all. Then again, I'm only playing it on all high with textures and water on very high.

The grass missions are actually the best performers for me.

The grass kills my PC too, though I highly suspect that is because of my aged q6600 with its slow ass DDR2 RAM. I can't get it to overclock more than it currently is so I've resorted to a few cvar tweaks to try helping.

Now I've just got to decide whether to upgrade soon or wait for Haswell.
 
Set resolution to 1080p, in-game vsync off, adaptive vsync activated in nvidia inspector, 4x msaa, textures high, advanced graphics all on high, 16x af, and motion blur off. Quit the game and create autoexec.cfg in the root folder of the game, using the settings that Zeth supplied:

cl_fov 72
pl_movement.power_sprint_targetFov 72
r_drawnearfov 72
g_skipIntro On
r_ChromaticAberration 0
r_HDRBloomRatio 0.08
r_ssao
e_MergedMeshesInstanceDist 4
e_LodRatio 12
e_ViewDistRatio 55
e_ViewDistRatioVegetation 39
e_ViewDistRatioDetail 26
e_ParticlesObjectCollisions Static
e_ParticlesMotionBlur off
r_SilhouettePOM off
e_GI on
r_FogShadows on
r_FogShadowsWater on
r_SSReflections off
g_radialBlur off
r_ColorGrading off

This configuration solved all performance issues for me.

Specs: i5-3570k, 8 GB RAM, Geforce 580 gtx sli, win 7 64 bit.
 
Set resolution to 1080p, in-game vsync off, adaptive vsync activated in nvidia inspector, 4x msaa, textures high, advanced graphics all on high, 16x af, and motion blur off. Quit the game and create autoexec.cfg in the root folder of the game, using the settings that Zeth supplied:



This configuration solved all performance issues for me.

Specs: i5-3570k, 8 GB RAM, Geforce 580 gtx sli, win 7 64 bit.

These settings don't compromise the quality of the visuals too much, do they?
 
These settings don't compromise the quality of the visuals too much, do they?

I don't think so, compared to stock very high. Ofc there is a loss of fidelity in some areas, but on the other hand 4xmsaa (which will not be possible at stock very high for most people) gives a meaningful improvement compared to the post processing techniques.
 
Set resolution to 1080p, in-game vsync off, adaptive vsync activated in nvidia inspector, 4x msaa, textures high, advanced graphics all on high, 16x af, and motion blur off. Quit the game and create autoexec.cfg in the root folder of the game, using the settings that Zeth supplied:



This configuration solved all performance issues for me.

Specs: i5-3570k, 8 GB RAM, Geforce 580 gtx sli, win 7 64 bit.

Nice! I think it's mostly an overall setting of high, but instead of cranking up shaders/shadows/particles, which kills performance on non-beast rigs, it puts some other settings somewhere between High and Very High. Disabling radial blur and particle blur seems to really help with minimizing dips during hectic scenes, though they can be pretty, they're not really missed.
 
Set resolution to 1080p, in-game vsync off, adaptive vsync activated in nvidia inspector, 4x msaa, textures high, advanced graphics all on high, 16x af, and motion blur off. Quit the game and create autoexec.cfg in the root folder of the game, using the settings that Zeth supplied:



This configuration solved all performance issues for me.

Specs: i5-3570k, 8 GB RAM, Geforce 580 gtx sli, win 7 64 bit.

I'm going to test this momentarily and let you know if I experience a performance gain!
 
So i have a 7970 OC with an i5 3570k, 16gb RAM and i'm getting 15-30fps in the first level with everything maxed at 1920x1200res, this can't be right, can it? I've had a feeling my card might be underperforming for a while now, or is the actually accurate?
What do you mean maxed? 8xMSAA?
My PC will be similar to yours, so I'm really hoping it's just you. :(
 
Anyone knows what is causing this strange shadow noise pattern?

I cant find a command to fix it. Fortunately its not that common on geometry, but it still appears from time to time.


I have found that is related to the shadow resolution. It's horrible with e_ShadowsMaxTexRes = 512 and good enough with 2048, but it's something that appears only in the vegetation, I think it doesn't worth the performance loss.


Does anyone else get weird shimmering on the faces?

At first I thought it was something to do with the AA, but I tried every variation and it was fine.

It might be a shadows thing but I tried that too.


Try rising e_ShadowsResScale value. Low values ​​create vertical slits on faces, it's very noticeable on psycho bald.


Has MalDo or when will MalDo have his hand at tweaking the cvars for this game?

I have a modified exe with a few more unlocked cvars and a new autoexec for this exe. But I don't know if I can upload it.
 
Does crysis 3 even have tesselation? Im playing this maxed out with no slowdown. I walk up next to a wall and its all a flat.

The water and toads.

crysis_3_cryengine_3_tech_trailer_boasts_top-secret_tessellated_toad_tech.jpg
 
Okay, just a simple question, i'm having a framerate between 45 and 35 with a mix of very high and high settings (i5 3570, 8Gb ram and a 660ti OC 3Gb).

Is there a simple way to block framerate to 30fps to play something stable? I dont care about 60fps, I just want a solid rock framerate.

A line to edit in the .ini, or something.

Thanks guys!
 
Okay, just a simple question, i'm having a framerate between 45 and 35 with a mix of very high and high settings (i5 3570, 8Gb ram and a 660ti OC 3Gb).

Is there a simple way to block framerate to 30fps to play something stable? I dont care about 60fps, I just want a solid rock framerate.

A line to edit in the .ini, or something.

Thanks guys!

Sys_maxfps 30

Or using halved vsync using nvinspector.
 
I have following specs

Intel i5-2500k
GeForce 570GTX
16GB DDR3

Is this a bit more optimized than the beta? And how much do the new drivers improve the performance? Want to try this man..
 
I have found that is related to the shadow resolution. It's horrible with e_ShadowsMaxTexRes = 512 and good enough with 2048, but it's something that appears only in the vegetation, I think it doesn't worth the performance loss.
I have 1024 and yep, i wont degrade my performance for that. It appears from time to time on geometry too, but its really rare.

Maldo what commands have You unlocked? BTW crydev community is making list with cvars for Crytek to unlock in next patch:
http://www.mycrysis.com/forums/viewtopic.php?f=64&t=56955

Where do I find this line, please? I can't find it on the game textfile or in the system.cfg file...

Press tylda and just type it.
 
I'm really surprised by the very reasonable performance i'm getting on my pc.

- A8-3870k APU @3,3ghz
- 8 Gb Ram @ 1333Mhz
- HD 7770 1 Gb VRAM

Running @1080p, no vsync, 1x SMAA, High textures, and mostly low/medium settings.
Only dipped slightly below 30 fps at some spots in the first level. Getting around 45 fps mostly in the levels afterwards. Sometimes slightly lower, sometimes higher, hitting 60 when there's little geometry.

crysis32013-02-2422-3elunl.png


crysis32013-02-2501-3vcuwe.png


Doesn't look bad at all, very playable and can be tweaked further/higher settings. I'm happy :)
 
Do we know what are the major differences between high and very high ? There's a large performance gap between these two settings primarily because of shaders but I haven't been able to find much of a difference (very high water gets those stupid caustics and I think SSRR).
 
Do we know what are the major differences between high and very high ? There's a large performance gap between these two settings primarily because of shaders but I haven't been able to find much of a difference (very high water gets those stupid caustics and I think SSRR).

The differnce between high and very high post processing is quite large. You get the bokeh and the high precision motionblur.

Otherwise particles get motionblur, forced soft blending, and receive shadows. Furthermore high and very textures changes the streaming heap size... there by reducing pop in for textures and imporiving texture quality on distant object. I am pretty sure almost all texture settings have the same textures... just wit different heap sizes.

Other differences are the use of PADM on certain objects (seems like few) and the use of tesselation on characters, world geometry, and water.

As far as I can tell and imagine. Tesellation, regardless of setting, is always applied to vegetation. Seems to be build into the renderer and along with the instancing and POM, the reason why the game requires DX11.

Also SSDO on the highest settings. SSDOs quality is actually quite remakrable and looks a lot better than SSAO.

It also has the great advantage of not completely dissapearing like most higher end AO options in game (HBAO, HDAO) for example in most recent gmes have tended to be quite subtle even though technically more accurate. SSDO maintains that SSAO look whilst being more accurate and inhereting color (probably my favorite part of it).
 
Is there a way to increase the resolution of fog shadows? They're ugly. Also, I couldn't get them to turn off, even setting the cvar to 0.
 
Like that. Is that normal?

That is normal. I literally loaded up that section at the same time as you to take the same photo :D.

I think it is the only way to get the particles to render at a good framerate while still receiving shadows.

I agree though it would be nice to have a cvar to tweak that to make it look better for screenshots or for those that have the Rig for it (believe me.. .that requires one hell of a rig if you rendered it at native res).


 
The differnce between high and very high post processing is quite large. You get the bokeh and the high precision motionblur.

Otherwise particles get motionblur, forced soft blending, and receive shadows. Furthermore high and very textures changes the streaming heap size... there by reducing pop in for textures and imporiving texture quality on distant object. I am pretty sure almost all texture settings have the same textures... just wit different heap sizes.

Other differences are the use of PADM on certain objects (seems like few) and the use of tesselation on characters, world geometry, and water.

As far as I can tell and imagine. Tesellation, regardless of setting, is always applied to vegetation. Seems to be build into the renderer and along with the instancing and POM, the reason why the game requires DX11.

Also SSDO on the highest settings. SSDOs quality is actually quite remakrable and looks a lot better than SSAO.

It also has the great advantage of not completely dissapearing like most higher end AO options in game (HBAO, HDAO) for example in most recent gmes have tended to be quite subtle even though technically more accurate. SSDO maintains that SSAO look whilst being more accurate and inhereting color (probably my favorite part of it).
I see thanks for that.
regarding AO though, isn't subtlety what you should aim for ? If it's noticeable then it's obviously incorrect and not realistic. HBAO makes sure that you don't have contact shadows sticking out when you're under a bright lightsource like the sun
 
I see thanks for that.
regarding AO though, isn't subtlety what you should aim for ? If it's noticeable then it's obviously incorrect and not realistic. HBAO makes sure that you don't have contact shadows sticking out when you're under a bright lightsource like the sun

SSDO does the same thing.. but HBAO tends (at least in the games I have seen) to undertone these contact shadows. It looks almost nonexistent on the vegetation in Farcry 3 for example... even though I feel as if it should be there. It is most likely a tweakable parameter that they just did not tweak to my liking.
 
That is normal. I literally loaded up that section at the same time as you to take the same photo :D.

I think it is the only way to get the particles to render at a good framerate while still receiving shadows.

I agree though it would be nice to have a cvar to tweak that to make it look better for screenshots or for those that have the Rig for it (believe me.. .that requires one hell of a rig if you rendered it at native res).

Yeah, I'd just like to turn it off tbh. If I set r_fogshadows to 0, though, they're still there, so I assume that's not the command for them.
 
Yeah, I'd just like to turn it off tbh. If I set r_fogshadows to 0, though, they're still there, so I assume that's not the command for them.

the Particle shadows setting is the one you are looking for (e_particleshaows or something).

IMO. the particles without the shadowing will look much worse. It looks not too great up close... but it really adds to scene consistency. Otherwise particles recieve almsot zero shading and look very out of place in their environ.
 
Not if he got it from anyone in any official capacity. If he got it from another modder, then I don't see any problem.

I've modified the exe, but I don't know if I will have legal problems uploading it. I've unlocked 'bind' and 'exec' commads too, so now I have binded keys for hud_hide and r_drawnearfov.
 
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