360 version does not look good (says ugly though I assuem they base it on a versus PC basis). Being 720p and 30fps. Mentions geometry being rendered in sub-HD (I would think they mean post-processing is very low-res like DOF etc creating aliasing for covered geometry). Version has no geometry edge smoothing thus jaggies are very obvious. Shadows look rough (low-res, low quality I would assume). "Muddy" textures and pre-computed physics animations garbled/clouded the image. Lighting, reflections and camo effect pleased them but was not enough to save the otherwise weak graphic presentation. Previously released multiplayer/promo/bullshots has pretty much nothing in common with 360 version.
PC version tested, map "Crash site", looks much better. No slowdowns and no spongy 30fps framerate. At end of gaming session they tried to examine games menu but it was disabled by Crytek. However console prompt worked. PC was running at 1920x1080, DirectX9 mode, 32bit mode with constant 60fps. Vsync was enabled. We could not get a hold of graphic settings value. PC version has MSAA which they guesstimate to 4xMSAA and estimation of 4xAF (anisotropic filtering) which they say was activated in Crysis at high settings (the 4xAF). So it might hint to being in high detail mode.
PC version also had better textures and pretty parallax mapping. Reflections, explosions, vegetation and shadows looked dramatically/drastically better than 360 version. PCGH thinks game was set to high detail setting on PC based on their observations and hopes for even more stunning 'very high' mode with DX11.
GS: Have you been working on this since Crysis, for the most part?
CY: We started Crysis 2 in mid-2007, just before we finalized Crysis 1. We started working on it with just a few people, and after we finished Crysis 1, the dev team took a little break, then jumped right into Crysis 2.
GS: Crysis Warhead already started to go a little more to a directed, linear experience; do you feel like you learned lessons from that?
CY: Yeah. Crysis 1 was sandbox, Crysis Warhead tried to be a choreographed sandbox, but was a bit too choreographed in a way, and Crysis 2 is a bit in the middle, offering flexibility and intensity as well.
For me, it was an evolution of that learning experience. With Crysis 1, we tried to be more intense, but still open. To be frank, in Warhead, you can still be very sandbox-y, but we didn't make a mistake from a level design perspective -- we made a mistake with the tempo of the game. It felt too much like it was pushing you forward: "Push, push, push, go, go, go!"
People didn't feel like they could explore anything, but if they tried, they could have. It felt like a loss of opportunity; it felt like, "If I try to deviate from my main course, it looks like I'm doing something wrong." It was an aesthetic element that led to that. With Crysis 2, I think we are doing this much better.
GS: On the note of 3D, what makes you so interested in stereoscopic 3D? You've talked about it quite a lot.
CY: About a year ago, we found a way to make stereoscopic 3D run on the consoles, and since then we've changed this technique to optimize it so we don't lose any frames if you go from 2D to 3D. That's why it's just a button press now.
For example, if you play Crysis 2 in 2D on a normal TV, you will have a lot of fun, but if you buy a 3D TV, you will have even more. I want our games to be one of the first games out there to show how 3D could be and what it means for first-person gaming.
GS: Does it seem overwhelming to have seven studios at this point, again, especially given your output level?
CY: Every studio has its own head of production and studio management. We grew our infrastructure first before we grew with the game development itself. Obviously, it's a challenge to maintain quality everywhere, but it's effectively my day-to-day job to make sure that happens.
Also, we focus on one game at a time. Right now Crysis 2 is the focus, and after that another game. We have a lot of games in the pipe, but we don't talk about them right now.
GS: What kind of non-game stuff do you do?
CY: There is a whole industry in serious games, and we have a lot of contracts going on from gas and oil companies, General Electric, all the way to SOCOM. We have a lot of military companies working with our technology, in fact.
Ma nista posebno. Opet ce sluziti za testiranje grafickih i retko ko ce ga igrati.
Eh sad..."da li izlazi za PC?"
Da je tako, sad biste citali da je jedan od bench modova izvrsio samoubistvo![]()
Geble je napisao(la):Uvek mozemo da tesimo time da ako bi prikazali PC verziju, da bi ljudi na konzolama odmah otkazali preorder.![]()
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