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Thread: Crysis 3

  1. #21
    kemical's Avatar
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    Re: Crysis 3

    Hey Clark,

    no apology needed the above is simply my opinion. I run the game with a custom autoexec I made for Crysis 2 which changes the field of view, I could send you that if need be.
    Perhaps more to your liking is this config tool which allows you to set up the game to how you want it to run:

    MyCrysis Forums - Crysis 3 CVar Configurator

    The other thing I'd suggest is try running process explorer and see what vram your using. This game eats it for breakfast and if your running with high AA and AF you might be using over 2GB of vram. Try backing it off and see how you go. I could actually run the game at High settings but with only 1GB of Vram I'd be running out of the stuff very quickly. As it is I run at medium settings using the FXAA setting for AA as well as only running only 2x AF and I'm using almost all of it.

    Tweakguides is also writing a set up guide for the game which will prove invaluable I'm sure, I'll post it as soon as he releases.

    The game does seem a little dark and I'm going to check on which Cvars need to changing to lighten things up a tad. I'll be able to add this to the autoexec file and will let you know once it's ready..

    I'd also check the above forum I posted the config tool from. Others have been seeing the same issue and Crytek are aware of these issues and hopefully they'll be addressed soon.



    Edit: I just noticed your card and the 4GB of Vram it carries which kinda shoots down my theory above. Checkout the forum anyway perhaps it's a driver issue like you said and will hopefully be sorted soon.

    I'll also include the autoexec I use. Just pop it into your main Crysis 3 folder and that's it.

    Ok I've included a new autoexec with the gamma change. I've set it to 2 but that might be too bright so if you need to change it the open the exec with notepad and change it to something like 1.5 (1 is default) I've just tried it with my set up and 2 does seem a bit too bright. Anyway see how you go on.

    Oh and you might need to reboot after playing the game as the gamma change will effect your desktop too.

    Edit:
    I've found that 1.25 is just about right for my system at least but see how you go. Like I said above just use notepad to open the autoexec, change the value and save.
    Attached Files Attached Files
    Last edited by kemical; 03-09-2013 at 07:06 AM.





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  2. #22
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    Re: Crysis 3

    This is posted in the mycrysis forums:

    Hi all,

    We are aware of and investigating the following issues, with an aim to include fixes for them in any future patches:


    • Missing dog tags and skill assessments after Patch 1.1
    • Crashes during the final boss fight in SP
    • Issues with being unable to unlock everything for 100% completion in SP
    • Ability to specify ADS sensitivity compared to hipfire sensitivity (PC Only)
    • Laser + Extended Magazine not working for all weapons
    • Cloak visibility differences between levels
    • General weapon and module balancing
    • Further Anti Cheat improvements
    • Host Migration and Matchmaking improvements
    • Jackal + Laser sight causing an animation glitch when firing whilst moving
    • Disc image on X360 is incorrect on X360 dashboard
    • Further CVARS available to Dedicated Servers to allow ranked matches with higher timelimits and score limits
    • AMD specific driver issue fixes
    • Crashing when transitioning from SP -> MP when in an X360 LIVE party and someone is using voice comms.
    MyCrysis Forums - Issues we are investigating





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  3. #23
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    Re: Crysis 3

    Crysis 3 CVar Help

    Version 1.3.0.0

    This help file contains the cvar names and details available in Crysis 3.
    Gameplay

    Field of View

    CVar: cl_fov
    Recommended to be placed in system.cfg
    The vertical field of view in degrees.
    This controls several individual FOV controls That you can tweak manually if you prefer:

    cl_FOV - The main field of view
    r_DrawNearFOV - the field of view for nearby objects (held weapon, etc)
    pl_movement.power_sprint_targetFOV - The field of view while power sprinting

    Default Value: 60

    HUD Bobbing

    CVar: cl_bobhud
    Recommended to be placed in system.cfg
    Controls the amount of bob hud which is applied.

    Default is 1.0

    HUD Canvas Adjustment

    CVar: hud_canvas_width_adjustment
    Recommended to be placed in system.cfg
    Multiplayer only. Multiplies the width of the HUD's virtual canvas in cases where it may overlap monitor boundaries in multi-monitor setups. NOTE: before this multiplier is applied, the HUD clamps itself to a 16:9 res.

    Default is 1.0

    Hud Hide

    CVar: hud_hide
    Recommended to be placed in system.cfg
    If this cvar is true the HUD will be hidden from view completely.

    Suitable for screenshots or very immersive play. NOTE: This feature is not fully supported, and this cvar value might need to be reset in game, e.g. on loading a save.

    Default is off (hud visible)

    Music Volume

    CVar: s_MusicVolume
    Recommended to be placed in system.cfg
    Controls the volume of Music, in the range from 0.0 to 1.0.

    Default is 1.0, full volume.

    SFX Volume

    CVar: s_SFXVolume
    Recommended to be placed in system.cfg
    Controls the volume of SFX, in the range from 0.0 to 1.0.

    Default is 1.0, full volume.

    Dialog Volume

    CVar: s_DialogVolume
    Recommended to be placed in system.cfg
    Controls the volume of Dialog, in the range from 0.0 to 1.0.

    Default is 1.0, full volume.

    Max FPS Limit

    CVar: sys_MaxFps
    Recommended to be placed in system.cfg
    Limits the frame rate to specified number.

    A value of 0 means no limit.

    Default is 0

    Input

    Toggle Crouch

    CVar: cl_crouchToggle
    Recommended to be placed in system.cfg
    Makes the crouch key work as a toggle.

    Default is on

    Toggle Zoom

    CVar: cl_zoomToggle
    Recommended to be placed in system.cfg
    Makes the zoom key work as a toggle.

    Default is on

    Mouse Smoothing

    CVar: i_mouse_smooth
    Recommended to be placed in system.cfg
    Set mouse smoothing value, also if 0 (disabled) there will be a simple average between the old and the actual input.

    (1.0 = very very smooth, 30 = almost instant)

    Default is 0.0

    Mouse Acceleration

    CVar: i_mouse_accel
    Recommended to be placed in system.cfg
    Set mouse acceleration, 0.0 means no acceleration.

    Default is 0.0

    Mouse Acceleration Max

    CVar: i_mouse_accel_max
    Recommended to be placed in system.cfg
    Set mouse max mouse delta when using acceleration.

    Default is 100.0

    Mouse Sensitivity

    CVar: cl_sensitivity
    Recommended to be placed in system.cfg
    Sets mouse sensitivity.

    Default is 30.0

    Graphics Features

    Particle Collisions

    CVar: e_ParticlesObjectCollisions
    Recommended to be placed in autoexec.cfg
    Controls what objects particles will collide with.

    Default Value: Static (Low/Medium), Dynamic (High/Very High)

    None: No particle collisions at all.
    Static: Particles tagged for collisions will interact with static objects.
    Dynamic: As with Static, but dynamic objects also.

    Particle Motion Blur

    CVar: e_ParticlesMotionBlur
    Recommended to be placed in autoexec.cfg
    Enables or disables motion blur effect on fast moving particles.

    Default Value: Off (Low/Medium/High), On (Very High)

    Force Soft Particles

    CVar: e_ParticlesForceSoftParticles
    Recommended to be placed in autoexec.cfg
    Forces all possible particles to use soft intersections with geometry - increases the cost but will all but eliminate hard edges on particles.

    Default Value: Off (Low/Medium/High), On (Very High)

    Tessellation

    CVar: e_Tessellation
    Recommended to be placed in autoexec.cfg
    Enables or disables DX11 ALL tessellation.

    Default Value: Off (Low/Medium/High), On (Very High)

    NOTE: Currently not tweakable in the latest build of the game.
    Will be tweakable soon.

    Water Ocean Tessellation

    CVar: r_WaterTessellationHW
    Recommended to be placed in autoexec.cfg
    Enables or disables DX11 tessellation for the ocean water surface.

    Default Value: Off (Low/Medium/High), On (Very High)

    Pixel Accurate Displacement Maps

    CVar: r_SilhouettePOM
    Recommended to be placed in autoexec.cfg
    Enables or disables the Pixel Accurate Displacement Mapping (VERY GPU intensive).

    Default Value: Off (Low/Medium/High), On (Very High)

    Real-time Global Illumination

    CVar: e_GI
    Recommended to be placed in autoexec.cfg
    Enables or disables real-time Global Illumination.

    Default Value: Off (Low), On (Medium/High/Very High)

    Real-time Volumetric Cloud Shadows

    CVar: r_FogShadows
    Recommended to be placed in autoexec.cfg
    Enables or disables Real-time Volumetric Cloud Shadows.

    Default Value: Off (Low/Medium), On (High/Very High)

    Volumetric Water Shadows

    CVar: r_FogShadowsWater
    Recommended to be placed in autoexec.cfg
    Enables or disables the Real-time Volumetric Shadows underneath water.

    Default Value: Off (Low), On (Medium/High/Very High)

    Screen-space Reflections

    CVar: r_SSReflections
    Recommended to be placed in autoexec.cfg
    Enables or disables the Screen-Space reflections effect on glossy or reflective materials.

    Default Value: Off (Low/Medium/High), On (Very High)

    Depth of Field

    CVar: r_DepthOfField
    Recommended to be placed in autoexec.cfg
    Enables or disables the depth of field blur effect.

    Default Value: OnNOTE: Currently not tweakable in the latest build of the game.
    Will be tweakable soon.

    Explosion Blur

    CVar: g_radialBlur
    Recommended to be placed in autoexec.cfg
    Enables or disables the radial blur effect applied after an explosion.

    Default Value: On

    Color Grading

    CVar: r_ColorGrading
    Recommended to be placed in autoexec.cfg
    Enables or disables the artist controlled color grading post-processing effect.

    Default Value: On

    Graphics Tweaking

    Sharpening

    CVar: r_Sharpening
    Recommended to be placed in autoexec.cfg
    Controls the level of the post-processing image sharpening filter.
    Higher values give more sharpening, but too high values will create artifacts
    A value of 0.0 is off

    Default Value: 0.25


    Chromatic Aberration

    CVar: r_ChromaticAberration
    Recommended to be placed in autoexec.cfg
    Controls the level of the post-processing chromatic aberration.

    A value of 0.0 is off

    Default Value: 1.5


    Filmgrain

    CVar: r_HDRGrainAmount
    Recommended to be placed in autoexec.cfg
    Controls the level of film grain applied to the final image to help alleviate artifacts from lack of colour precision in 32-bit colour displays.

    A value of 0.0 is off

    Default Value: 0.0


    Bloom amount

    CVar: r_HDRBloomRatio
    Recommended to be placed in autoexec.cfg
    Controls the level of bloom used to simulate over-bright areas of the screen

    Default Value: 0.15


    Bloom threshold

    CVar: r_HDRBrightLevel
    Recommended to be placed in autoexec.cfg
    Controls the brightness level threshold used to compute bloom

    Default Value: 1.0


    Ambient Occlusion Method

    CVar: r_ssao
    Recommended to be placed in autoexec.cfg
    Chooses the ambient occlusion method

    Default Value: SSAO (Low/Medium/High), SSDO (Very High)

    None: No ambient occlusion is used. (r_ssao = 0, r_ssdo = 0)
    SSAO: Screen-space Ambient Occlusion. (r_ssao = 3, r_ssdo = 0)
    SSDO: Screen-space Directional Occlusion. (r_ssao = 0, r_ssdo = 2)

    Texture Pool Size (MB)

    CVar: r_TexturesStreamPoolSize
    Recommended to be placed in autoexec.cfg
    Sets the size of VRAM that is available in a pool for texture streaming.
    Value is in Megabytes, and may be clamped based on the amount of video memory detected

    Default Value: 192 (Low), 384 (Medium), 512 (High/Very High)


    Shadow Timeslicing

    CVar: e_GsmCache
    Recommended to be placed in autoexec.cfg
    Saves GPU performance by updating distant shadows less often.

    Default Value: On (Low) Off (Medium/High/Very High)

    Shadow Casting Light Scale

    CVar: e_ShadowsResScale
    Recommended to be placed in autoexec.cfg
    Controls the resolution of shadow maps used for individual shadow casting lights.
    Value is an arbitrary multiplier, so doubling this will double the resolution of each light

    Default Value: 3.4 (Low/Medium/High), 40 (Very High)


    Tessellated Shadow Cascades

    CVar: e_ShadowsTessellateCascades
    Recommended to be placed in autoexec.cfg
    Determines how many shadow cascades to apply tessellation for.
    A setting of 0 disables tessellation in all shadows.

    Default Value: 1

    NOTE: Currently not tweakable in the latest build of the game.
    Will be tweakable soon.

    Shadow Pool Size

    CVar: e_ShadowsPoolSize
    Recommended to be placed in autoexec.cfg
    Sets the size of the shadow pool render target - increased size produces more resolution available for, and fewer artifacts in shadow casting lights (NOT including the sun). Value should be a power of 2 (128, 256, ...)
    If the pool is too small to fit the minimum size for the shadow casting lights, the GPU will thrash and performance will be severely impacted

    Default Value: 2048 (Low/Medium/High), 4096 (Very High)


    Sun Shadow Map Size

    CVar: e_ShadowsMaxTexRes
    Recommended to be placed in autoexec.cfg
    Sets the size of each sun shadow cascade - increased size produces more resolution available for sun shadows.

    Default Value: 512 (Low), 1024 (Medium/High/Very High)


    Global Illumination Timeslicing

    CVar: e_GICache
    Recommended to be placed in autoexec.cfg
    Sets the number of frames to cache GI results for before regenerating
    A value of 0 disables all caching and regenerates GI every frame

    Default Value: 7


    Global Illumination Iterations

    CVar: e_GIIterations
    Recommended to be placed in autoexec.cfg
    Sets the number of iterations to perform when calculating Global Illumination
    A higher number will reduce bleeding and lengthen the light propagation distance

    Default Value: 10


    Tessellation Distance Limit

    CVar: e_TessellationMaxDistance
    Recommended to be placed in autoexec.cfg
    Changes the distance in metres where tessellation will stop applying to objects

    Default Value: 30


    Tessellation Triangle Target Size

    CVar: r_TessellationTriangleSize
    Recommended to be placed in autoexec.cfg
    The length of a triangle edge in pixels to aim for when tessellating.

    Default Value: 8


    Grass Instance Animation Distance

    CVar: e_MergedMeshesInstanceDist
    Recommended to be placed in autoexec.cfg
    Distance fudge-factor where interactive grass instances will stop animating.

    Default Value: 4.5 (Low/Medium/High) 8.0 (Very High)


    Grass Instance Max Distance

    CVar: e_MergedMeshesViewDistRatio
    Recommended to be placed in autoexec.cfg
    Multiplier controlling where chunks of interactive grass instances will disappear in the distance.

    Default Value: 50


    LOD distance ratio

    CVar: e_LodRatio
    Recommended to be placed in autoexec.cfg
    Controls how close objects drop to lower Levels Of Detail. A higher number means a longer distance before this drop happens.

    Default Value: 4 (Low), 6 (Medium) 20 (High), 40 (Very High)


    View distance ratio (General)

    CVar: e_ViewDistRatio
    Recommended to be placed in autoexec.cfg
    Controls how close objects will stop rendering in the distance.

    Default Value: 25 (Low), 35 (Medium) 100 (High/Very High)


    View distance ratio (Vegetation)

    CVar: e_ViewDistRatioVegetation
    Recommended to be placed in autoexec.cfg
    Controls how close vegetation will stop rendering in the distance.

    Default Value: 21 (Low), 31 (Medium) 100 (High/Very High)


    View distance ratio (Detail)

    CVar: e_ViewDistRatioDetail
    Recommended to be placed in autoexec.cfg
    Controls how close certain objects marked as 'detail' by artists will stop rendering in the distance.

    Default Value: 19 (Low), 24 (Medium) 100 (High/Very High)


    Miscellaneous

    Skip Intro Movies

    CVar: g_skipIntro
    Recommended to be placed in system.cfg
    Skips the introduction movies that play before the main menu at game boot.

    Default Value: Off

    Fullscreen window mode

    CVar: r_FullscreenWindow
    Recommended to be placed in system.cfg
    When enabled, selecting 'fullscreen' in the menus will use a window that fills the screen, allowing easy alt-tab.
    Windowed mode will behave as normal.

    Default Value: Off

    Disallow Fullscreen Pre-emption

    CVar: r_FullscreenPreemption
    Recommended to be placed in system.cfg
    When enabled, Pop-ups such as instant message windows and other focus-stealing windows will not minimise the game.

    Default Value: On

    Multi-GPU Support

    CVar: r_MGPU
    Recommended to be placed in system.cfg
    Determines Multi-GPU support in engine.

    Default Value: Autodetect

    Disabled: No multi-GPU support.
    Forced: Multi-GPU support is force-enabled.
    Autodetect: CryEngine auto-detects whether or not to enable Multi-GPU support.

    Force Output Adapter

    CVar: r_overrideDXGIAdapter
    Recommended to be placed in system.cfg
    Gives the number of graphics card to use when initialising CryEngine. NOTE: IF SET THIS WILL OVERRIDE CRYENGINE DETECTION. Leave unset unless the game will not boot and detects the wrong graphics card for you.

    Default Value: N/A

    Force Output Monitor

    CVar: r_overrideDXGIOutput
    Recommended to be placed in system.cfg
    Gives the number of display to use when creating the game window. 0 is the default/primary monitor and 1, 2, etc are displays after that. Allows you to create the window on a different monitor from your primary monitor (e.g. a TV or other external display)

    Default Value: 0

    Hardware Gamma Level

    CVar: r_Gamma
    Recommended to be placed in system.cfg
    Changes the hardware gamma level. Affects desktop as well.

    Default Value: 1.0

    Internal Occlusion Culling

    CVar: e_CoverageBufferReproj
    Recommended to be placed in autoexec.cfg
    Controls the internal occlusion culling. You shouldn't need to modify this cvar, but if you encounter any popping with rapid moving, experiment with disabling this.

    Default Value: On

    Game Network Port

    CVar: g_blaze_gamePort
    Recommended to be placed in system.cfg
    The network port games connections will be made on.
    Enable Blaze VOIP

    CVar: net_blaze_voip_enable
    Recommended to be placed in system.cfg
    Toggles whether Blaze VOIP is enabled or not.

    Default Value: On

    Enable Blaze VOIP PTT

    CVar: net_blaze_voip_enable_ptt
    Recommended to be placed in system.cfg
    Toggles whether Blaze VOIP Push-to-talk is enabled or not.

    Default Value: On

    Enable Blaze VOIP

    CVar: net_blaze_voip_playback_volume
    Recommended to be placed in system.cfg
    Sets the Blaze VOIP playback volume, in the range 0.0 to 1.0.

    Default Value: 1.0 Full volume





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  4. #24
    Saltgrass is offline Senior Member
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    Re: Crysis 3

    Wow, a lot of info, I will go through it, thanks.

    The game ran fine as far as graphics. It doesn't hesitate, and never locked up until this part, which I think is the end. But it locks up when probably a video transition is taking place, the way they do when they go from one large section to another. Maybe the area you highlighted (the final Boss fight) is where this is.

    I will be playing the game over from the beginning with a higher difficulty and maybe it will play differently. I like to do that and do more exploring, which makes it more enjoyable.

    Do you see any type of health meter in the HUD? All I get is the warning when health is low and I can't seem to keep track of when I am being injured. Maybe I missed it... I will also check and make sure which patch I am running. Seeing the game has only been out a short time, your Patch 1.1 comment got me thinking.

    I do like the fact you can use the Ceph weapons...

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  5. #25
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    Re: Crysis 3

    When you open the game and look at the list eg options, multiplayer ect you'll see a link to a manual. If you check that out it tells you what the HUD contains. Also check out the tutorial, even though I've played plenty of Crysis I found it quite handy as it taught me some new features to this particular game.

    Have you tried the autoexec file?





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  6. #26
    Saltgrass is offline Senior Member
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    Re: Crysis 3

    I have started the game over with higher difficulty and Very High graphics. Since I have now been through the game and have some understand of what to expect, I have time to look around and appreciate the graphics and actual game play. Much better for me the second time through.

    I did play the tutorial, but I don't remember the Bow being one of the weapons, but I only did the basic tutorial. Shooting the arrows long distances seems a little hard since I can't seem to follow the arrows flight and can only guess as to where it will land. Probably more practice will help. A better understanding of the graduations on the sight would be a good thing. And maybe if I remember to hold the right mouse button down after I shoot, I will be able to see the arrows better.

    I will look into the HUD to see if any other options are available. I got used to watching the health status in Borderlands, so I miss it now.

    I have not tried any changes yet, but the graphics upgrade seems to have helped with the darkness issue.

    Thanks kemical, I will post back if I make any breakthroughs.

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  7. #27
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    Re: Crysis 3

    I did a screenshot of the bow just to show what to line up for a perfect kill. If you hold the right mouse button down it will zoom the view with left click being the fire button. Press E to negate the operation if need be..
    Crysis 3-bow-sight.jpg

    You'll notice in the screenshot I've arrowed a little white line. The very tip of the white line is where the arrow will land. (I'm playing on the hardest settings so have even less crosshairs than usual). Basically where ever you point that white tip at is where the arrow will hit, bodies, heads or even the Ceph..

    This screenshot shows the draw strengths:
    Crysis 3-draw-weight.jpg

    The higer the draw strength the further the arrow will fly or the thicker armour it will penetrate. Note the different arrows which all have their uses. If you get enemy standing in water use the electrical head and watch them fry. It's definitely worth experimenting if you get the chance..
    Last edited by kemical; 03-05-2013 at 03:22 PM.





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  8. #28
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    Re: Crysis 3

    New 1.2 patch for Crysis 3:



    Thanks for all your helpful feedback on Crysis 3 so far, and for your contribution to making the gameplay experience the best it can be. As you can imagine, the post-launch period has been exciting and busy in equal measure as we gather feedback from players around the globe and make tweaks based on our own observations.

    Below is a list of the fixes that we’ve implemented in Crysis 3 as part of our latest Patch. We hope you’ll continue to enjoy the game, and assure you we’ll keep working hard to iron out any issues that arise down the line.

    Latest PC Patch Notes:

    • Fixed after-match award dog tags from not loading from the profile correctly
    • Fixed root cause of some graphics driver crashes
    • Fixed particle shader causing black squares/broken shading on some graphics cards
    • Fixed shadering issue with underwater fog
    • Fixed issues with non-default controls for weapon customization
    • Fixed some issues with binding non-default vehicle controls

    Following this patch we’ll soon be releasing Data Patch C across all platforms, you can find out more information about this here:
    viewtopic.php?f=58&t=62378.
    MyCrysis Forums - PC Patch 1.2 Live





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  9. #29
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    Re: Crysis 3

    I was finally allowed to finish the game with the new patch. I did, however, have to restart the last mission or it would still crash.

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  10. #30
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    Re: Crysis 3

    Still unimpressed?

    Also depending on your resolution you should try running the game at very high settings with that card you have. Just don't pile on the AA or AF.

    See the article here:
    Crysis 3 VGA Graphics Benchmark performance test - Introduction





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