Even at their lowest complexity, the particle effects in Crysis 3 still retain enough pizazz to look fairly good.
Post Processing: This setting controls the color, lighting and blur effects which largely determine the "cinematic" look of Crysis 3. This setting contains the following key components:. Unfortunately, as will be demonstrated in the screenshots below, most of these effects show little variance when the in-game Post Processing setting is altered. This means that to disable or noticeably alter most of these effects, you will need to refer to the commands under the Image Post-Processing category in the Advanced Tweaking section.
The screenshots above show a standard outdoor scene in Crysis 3 at the four different levels of the Post Processing setting. Aside from a small change in the amount of lighting on the trees to the far left at High and Very High, the scene looks almost exactly the same across all levels of the setting.
This setting controls all the particle-based effects in the game. Any time you see smoke, dirt, even heat distortion or small insects, they are dependent on the Particles Quality setting for their richness and overall effect.
The screenshot comparison above demonstrates how smoke is affected at different levels of this setting. High: The quantity of particles in particle effects is slightly reduced, lowering the richness of such effects. Medium: The quantity and quality of particles is further reduced, noticeably reducing the richness of particle effects. Low: Aside from even less richness in particle effects, soft particles are disabled, meaning that particle effects such as smoke will show unrealistic hard edges where they meet solid objects.
As the name suggests, this setting controls the way in which bodies of water behave, such as the ocean surrounding the island. The most obvious performance and image quality impacts are therefore felt in areas where water is visible, and when under water. High: The size of waves in the water diminish, and the 'rainbow effect' visible from refraction i.
Medium: The level of distortion of objects in the water is reduced, both when above and below water, and the quality of reflections on top of the water is reduced. Low: All distortion and light effects above and below the water are removed, and the water is extremely calm and relatively unrealistic. This controls the sound quality in the game and obviously has no impact on image quality, and indeed also has minimal impact on performance on most systems with standalone sound cards.
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Also, what is its use? I'd also like to know how tessellation is going to make GPUs better. Bluescreendeath Splendid. Jan 15, 4, 0 22, Sep 12, 2, 1 20, You mean motion blur? But doesn't Crysis have a separate motion blur option? I've seen motion blur in a lot of games.
I have also disable motion blur. It is alway expensive with Cryengine. Gamers using AMD gpus, should enable Radeon imagine sharpening. The visual quality improvement is impressive and without loosing fps. Having 16go of vram, i can select "can it run crysis" textures. The engine load up to 13go at p.
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