Following reveal of Crysis 3's system requirements over the weekend, I've received confirmation from EA and Crytek of which precious secondary settings we'll be able to tweak in the game. If you remember, Crysis 2 launched with an anemic four tweakable options: v-sync, game resolution.
Low - There is a further reduction in LOD and view distance, removing many objects and thinning out vegetation. Real Time Global Illumination is turned off, reducing the realism of lighting interactions with objects in the game world.
Click here for an interactive comparison between Low and Very High. In the first set of screenshots, the most obvious changes between each level of the preset are alterations to the world lighting as different levels of Ambient Occlusion and Global Illumination are used, and.
In general, it is not recommended that you rely solely on the System Spec presets. The best approach is as follows: 1. Select the preset at which you get a good, playable, average framerate.
Note: Changing the System Spec setting will not alter the Texture Resolution, Anisotropic Filtering, Motion Blur Amount and Lens Flares settings. These need to be adjusted separately. In general, the most noticeable differences between each preset level of System Spec are as follows: Very High.
But if you look closely at the leaves, their surface is blocky at Low, and to a lesser extent, the brick surface is also slightly less defined. Raising Texture Resolution to Medium makes the surfaces clearer, and any changes in the screenshots above Medium are.
This gives a predator-style gameplay experience in the Fields level, which is very in line with the experience C3 wants to offer. There are not many other games that can offer this kind of realistic grass simulation and rendering on a multiplatform basis.
A patch after release expanded these, and fan-made utilities helped out, but the good news is that EA and Crytek aren't shipping Crysis 3 in the same state. Here's what you'll see if you click on "Advanced Graphics Options" in Crysis 3.
Focus in particular on the buildings in the distance, and the trees throughout the scene, as well as the shadowing towards the bottom of the screen, to see the bulk of these changes.