Testing Notes & Methodology

Given that Crysis 2 is a DX9 form of address, we thought it would be gripping to see how some elderly cards perform, such as the Radeon HD 4850 and GeForce GTX 260. In total we have tested 25 graphics cards from AMD and Nvidia. The current official drivers were used for all graphics card game.

We used Fraps to measure frame rates during a minute of gameplay from the prime single-player level called Intermediate Find for all our benchmarks. The scene is quite interfering and should provide a fair representation of the performance you can expect to see on Crysis 2.

Our Intel Nucleus i7 2600K CPU was overclocked to 4GHz when testing the GPUs to remove some accomplishable CPU bottleneck. The crippled was proved at cardinal resolutions: 1680x1050, 1920x1200 and 2560x1600 using the High, Very High and Extremum visual presets.

Before we get reverberative, here are a couple of notes from Crytek almost the game's quality settings:

"The lowest PC spec, 'Screechy', is almost the same as the spec used on consoles, too per-program differences, so much A different texture formats for render targets and dissimilar normal map formats on PS3 due to lack of 3Dc plump for. PC specs likewise feature improved texture quality, since streaming for PC has not been used due to the immense memory resources available. Anisotropic filtering is enabled for all eyeglasses, piece along PS3 it is dynamically adjusted and goes up to 16x anisotropic, and along Xbox 360 it is limited to 4x anisotropic ready to reduce the performance cost.

Although many multiplatform engines often do not use AA on certain platforms, CryENGINE 3 uses a form of amortized MSAA remindful of OpenGL accumulation buffer approaches, called Post MSAA.

Such an approach whole caboodle by accumulating sub-samples over frames and reprojecting them to the current frame. It should not be muddled with 'attribute antialiasing' commonly used on 60 fps games that simply do a linear blending and hence have ghosting for every pixel. The Post MSAA approach is very general and allows for a torpedo-pixel accuracy solution on all platforms at a cost of just 1ms on consoles, and to a lesser extent than 0.2 disseminated multiple sclerosis on PCs at 1080p resolutions.

Due to its Cuban sandwich-pixel accuracy, information technology minimizes moiré patterns and ocular shimmering along surfaces with high pitch characteristics (fences, grids, etc) commonly visible in EdgeAA/MLAA operating theater similar techniques. Information technology whole kit and boodle on important tried and true geometry, and performs shader opposing-aliasing i.e. on surfaces using Parallax Occlusion mapping, operating theater similar aliasing prone techniques. It also performs post-whole tone mapping without damaging HDR quality on high demarcation areas like regular hardware MSAA approaches (pre-DX11).

Such a technique is quite a novelty in the picture game industry and it's very likely Crytek will resign improved versions as it has likely to also be unified with distinct techniques - for example, it's currently also conjunctive with Nvidia's FXAA in 'Extreme' spec, in order to improve quality further with sub-pixel accuracy results from post MSAA."

Although SLI appeared to be working very well when using the GeForce GTX 590, the Crossfire carrying out of the Radeon HD 6990 was very poor and obviously needs work.

We understand many of you like to have CPU scaling performance enclosed along with art, so we clocked our Core i7 2600K central processor at a range of frequencies between 2GHz and 4GHz to see how that affected performance. We also ran similar tests using a drift of processors from AMD and Intel to see how they compared.

Test System Specs
- Intel Sum i7 2600K @ 4GHz
- x2 2GB G.Acquirement DDR3 PC3-12800 (CAS 7-7-7-20)
- Asus P8P67 Deluxe (Intel P67)
- OCZ ZX Series 1250w
- Crucial RealSSD C300 256GB (SATA 6Gb/s)
- GeForce GTX 590 (3072MB)
- GeForce GTX 580 (1536MB)
- GeForce GTX 570 (1280MB)
- GeForce GTX 560 Ti (1GB)
- GeForce GTX 550 Te (1GB)
- GeForce GTX 480 (1536MB)
- GeForce GTX 470 (1280MB)
- GeForce GTX 460 (1GB)
- GeForce GTX 285 (1GB)
- GeForce GTX 260 (896MB)
- GeForce GTS 450 (1GB)
- GeForce 9800 GT (512MB)
- Radeon HD 6990 (4096MB)
- Radeon HD 6970 (2GB)
- Radeon HD 6950 (2GB)
- Radeon HD 6870 (1GB)
- Radeon HD 6850 (1GB)
- Radeon HD 5870 (1GB)
- Radeon HD 5850 (1GB)
- Radeon HD 5830 (1GB)
- Radeon HD 5770 (1GB)
- Radeon HD 5750 (1GB)
- Radeon HD 5670 (512MB)
- Radeon HD 4890 (1GB)
- Radeon HD 4850 (1GB)
- Microsoft Windows 7 Ultimate 64-second
- Nvidia Forceware 266.66
- Nvidia Forceware 266.59
- Nvidia Forceware 267.71
- ATI Accelerator 11.2
- ATI Accelerator 11.4 Trailer