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Can anyone actually run Crysis @ or around 60 FPS? - Page 6

post #51 of 105
With my 5970+5870 basicly a trifire i get 78-80fps with it at 1080p and 8x aa anymore dont work right on ati.

Quote:
Completed All Tests

<><><><><><><><><><><><><>>--SUMMARY--<<><><><><><><><><><><><><>

6/19/2011 4:06:26 PM - Vista 64

Run #1- DX10 1920x1080 AA=8x, 32 bit test, Quality: VeryHigh ~~ Overall Average FPS: 78.104444444444444444444444444
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post #52 of 105
Oh, and for reference, this is what my sig rig pulls off with Crysis, maxed out with 4x AA. With 16x QCSAA I get about 36.1 FPS average (for the record). AMD cards tend to beat Fermi cards in Crysis these days, so a 6970 / 6950 might be able to beat my scores. But I don't think there's a single GPU system that CAN max Crysis with full AA at 1080p yet, and keep 60 FPS as a minimum.



Doesn't mean its a bad game, or poorly coded. It just means there's a LOT of things rendering all at once.

And just so long as you can keep 30 FPS as a minimum, the game is smooth as butter anyway.
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post #53 of 105
Quote:
Originally Posted by nielsbohr View Post
But that's the bloody point. On a crap card UT3 runs considerably better on high settings (60+fps) while Crysis barely hits 30fps on medium.



I dare you to compare screens of FarCry on max and Crysis on medium.



Where did you see me saying this?



It's a 2004 game. Which brings me to the next question:



Do you even know what an mx440 is?
your comparing UT3 which has maybe a few thousand lines of code whereas crysis has over 1 million lines of code and more than 1GB of textures and well over 1 million shaders. like pioneer said your Lucky to be pulling 30 fps on any setting. what do you expect for a 6 dollar card?

i reevise my statement

Roy Taylor, Vice President of Content Relations at NVIDIA, has spoken on the subject of the engine's complexity, stating that Crysis has over a million lines of code, 1 GB of texture data and 85,000 shaders
Edited by philhalo66 - 6/19/11 at 1:48pm
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post #54 of 105
Quote:
Originally Posted by philhalo66 View Post
your comparing UT3 which has maybe a few thousand lines of code whereas crysis has over 1 million lines of code and more than 1GB of textures and well over 1 million shaders.
You still don't get it? My point is, on a crappy 8600gt @1024x768 I can run UT3 on high settings at 60+fps and visually it looks better than Crysis which can barely make 30fps. I don't give a crap if I'm lucky to be pulling 30 fps, I don't care how many lines Crysis code has. Again, UT3 looks better on high than Crysis does on medium (frankly, Crysis on medium looks like crap) and it's more than TWICE as fast. Not some 5-10 extra fps, it's 2x+.

That's why I brought up Half-Life 2 and MX440, because the latter was a crappy sub-par card and yet it could run the game extremely well. Remember Doom 3? Well, I also tried playing it a long time ago on my MX440. It was a miserable experience. And again, I don't care how many lines of code Source has, how many lines of code id tech 4 has, point is, one ran really well and looked good, the other was barely playable on low settings. It's optimization.
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post #55 of 105
Here's 72fps average w/ 16xAA @ 1920x1080 with my sig rig (bottlenecked at this resoltuion as well). Btw, I should mention that my game is heavily modded with Rygel's texture pack and an assortment of others.




It becomes increasingly harder to reach 60fps once you enter a Surround resolution:


Edited by _CH_Skyline_ - 6/19/11 at 2:51pm
 
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post #56 of 105
Quote:
Originally Posted by nielsbohr View Post
You still don't get it? My point is, on a crappy 8600gt @1024x768 I can run UT3 on high settings at 60+fps and visually it looks better than Crysis which can barely make 30fps. I don't give a crap if I'm lucky to be pulling 30 fps, I don't care how many lines Crysis code has. Again, UT3 looks better on high than Crysis does on medium (frankly, Crysis on medium looks like crap) and it's more than TWICE as fast. Not some 5-10 extra fps, it's 2x+.

That's why I brought up Half-Life 2 and MX440, because the latter was a crappy sub-par card and yet it could run the game extremely well. Remember Doom 3? Well, I also tried playing it a long time ago on my MX440. It was a miserable experience. And again, I don't care how many lines of code Source has, how many lines of code id tech 4 has, point is, one ran really well and looked good, the other was barely playable on low settings. It's optimization.
I think the issue is that you clearly don't get it. You don't understand what's going on in Crysis, as to WHY your framerate is so low.

In Crysis, you're rendering the ENTIRE island, all at once. It's a COMPLETELY OPEN game, meaning you can go absolutely anywhere you possibly want. But at the same time, everywhere is being rendered...all at once.

It has nothing to do with optimization. Crysis was made to do what it does. And Crysis on Medium looks 100x better than UT3 does, and again, its also rendering the entire island on medium. Every leaf on every tree is moving independently, across the entire island.

The problem you're having is that you're on the bare minimum GPU required to run that game (Crysis) on medium. Actually, less of a GPU than required honestly, because Medium is technically starting into DX10 as well.
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post #57 of 105
go into your BIOS and see if you have any PCI-E settings. My P8P67 has a 1x or 4x option for the secondary PCI-E slot and if you don't have it on at least 4x then it won't utilize crossfire at all. Im not sure about the LE M model but its worth a look
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post #58 of 105
Quote:
Originally Posted by pioneerisloud View Post
But at the same time, everywhere is being rendered...all at once.
While I don't know much about engines, I'm sure this is not the case. You simply can't render the whole map at once, techniques like mipmapping and LOD are used to render the picture, because otherwise you'll be stuck rendering gazillion to the gazillionth power of... well, everything. You can't just render all the lightning everywhere, all the geometry at max detail everywhere every single frame. That's silly.

Quote:
In Crysis, you're rendering the ENTIRE island
You mean the entire map. There is no ENTIRE island, there are only a bunch of maps.

Quote:
And Crysis on Medium looks 100x better than UT3 does
Seriously?



Edited by nielsbohr - 6/19/11 at 2:50pm
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post #59 of 105
Quote:
Originally Posted by nielsbohr View Post
While I don't know much about engines, I'm sure this is not the case. You simply can't render the whole map at once, techniques like mipmapping and LOD are used to render the picture, because otherwise you'll be stuck rendering gazillion to the gazillionth power of... well, everything. You can't just render all the lightning everywhere, all the geometry at max detail everywhere every single frame. That's silly.



You mean the entire map. There is no ENTIRE island, there are only a bunch of maps.



Seriously?

-snip the images-
Actually, yes that is the case. That's why Crysis "runs so poorly". You're rendering the entire island. You seriously didn't know that its an entire island, not just seperate maps? Go into sandbox mode, see for yourself. The only reason there's even save points in the SP part of the game, is just for saving and loading. There are no "maps" to load.

And yes, seriously Crysis still looks better at medium, simply because of how the environment is. I'd take realistic looking tree's that move with the wind, that I can shoot down wherever I want, over stationary figures of tree's any day.
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post #60 of 105
Quote:
Originally Posted by pioneerisloud View Post
I'd take realistic looking tree's that move with the wind, that I can shoot down wherever I want, over stationary figures of tree's any day.
But that's not graphics, not really. It's about polygon count, lightning, shader effects and texture quality. Shooting trees is just a gimmick. They don't even look good on medium, hell, nothing looks good on medium.

Quote:
You're rendering the entire island
You CAN'T render the entire island! You can render frames. Not the entire bloody island, that would take forever. Seamless transition doesn't mean everything is rendered at once, it simply means the game loads and unloads stuff from hard drive to ram as you move throughout the environment. And do you know what LOD and MipMapping is? You don't simply render far away objects or textures in your frame at high polygon count and resolutions, you only see the the actual hi-poly and hi-res models/textures once you're close enough.
Edited by nielsbohr - 6/19/11 at 3:06pm
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