This doesn’t end up with Crysis 3 Remastered looking worse than Crysis 2 Remastered, to be clear, though you do need to look closer for the upgrades.Ĭrysis 3 Remastered, 2560x1440, Very High quality, DLSS Quality Crysis 3, 2560x1440, Very High quality, TXAA HighĭLSS is one of the biggest ones, as right from the moment you get a gun you can see it does a better job of smoothing out the pistol’s edges than the original’s maxed-out anti-aliasing. That’s not too surprising given the original was a better-looking game than Crysis 2 – the environments and character models stand up perfectly well to 2021 standards, which is likely why they don’t appear to have been enhanced or replaced outright. They’re not Squid-Game-in-English inaccurate, though it always irked me how Gould – a regular voice in your ear for the first few hours – speaks like a mostly archetypical high-strung scientist, while his captions end half his sentences with a bro-ish address of “man.” And, on at least one occasion, “bra.” But whatever, not like I’ve stewed over this one detail for ten years OR ANYTHING.Ĭrysis 3 Remastered represents a more modest touch-up. The only thing I feel is missing is a redo of the subtitles. Honestly, the attention to detail in this particular chunk of the Remastered Trilogy is impressively acute. Otherwise, though, it brings together a host of enhancement at once: better glass, prettier lighting, more neutral colour grading, and higher texture detail.Ĭrysis 2 Remastered also fixes the weapon handling animations so that they run at your native frame rate, and not at a locked 30fps – either an oversight or a mistake on the original’s part, and one that could make fighting with certain guns feel choppier than it should have. In this scene, the remastered version is missing some detail in the form of bric-a-brac like the discarded crate and fire extinguisher. In addition to the updated reflectivity it’s now more realistically transparent, without the inconsistent lighting that was sometimes evident in the original. Glass in particular looks better overall. I was particularly impressed to see the outline of my nanosuited muscle man perform a door-opening animation in the reflection of the door itself. No more inaccurate guesses as to what should be mirrored, and you can often even see your full character model running about. Both Crysis 2 Remastered and Crysis 3 Remastered up the reflectivity where appropriate, such as on polished metal or glossy painted walls, though thanks to ray tracing it’s glass and water that see the biggest improvements in Crysis 2 Remastered. The new reflection tech gets plenty of opportunities to shine. I don’t recall getting huffy with these back in 2011, but I do think the new grading is a big improvement: besides looking cleaner in general, the lack of a heavy filter (combined with the upgraded lighting and shadows) gives a much better sense of where the light sources really are in a scene.Ĭrysis 2 Remastered, 2560x1440, Very High quality, DLSS Quality Crysis 2, 2560x1440, Ultra quality, DX11 patch installed Crysis 2 Remastered, 2560x1440, Very High quality, DLSS Quality Crysis 2, 2560x1440, Ultra quality, DX11 patch installed On the topic of style choices, you can clearly see how Saber Interactive - who handled the remastering effort for Crytek - ditched the original’s blue and orange filters. The back of the CELL trooper’s model is more realistically shadowed too, and the AC box also showcases another, more stylistic update in the remaster: toning down the obnoxious bloom effects. There’s also been a mass replacement of textures, upgrading everything from weapon models to the tiniest of set dressing objects.Ĭrysis 2 Remastered, 2560x1440, Very High quality, DLSS Quality Crysis 2, 2560x1440, Ultra quality, DX11 patch installedĪreas that are logically meant to be in shadow actually look much more in shadow – see the lip of the roof, or the left side of the air conditioner, which is weirdly bright on the original. The remaster completely replaces this approach, using higher-quality specular lighting for static environments and (optionally, but clearly intended as the default) ray traced reflections. To recreate the effects of light bouncing off different surfaces, the original Crysis 2 used a conventional cube mapping technique, later adding screen space reflections though a DirectX 11 patch.
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