Crysis Remastered Update Adds Experimental Ray Tracing Boost Mode

Peter_Brosdahl

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crysis-remastered-1024x576.jpg
Image: Crytek



Crytek has released update 2.1.2 for Crysis Remastered. In addition to bug fixes and optimizations, it introduces a new experimental ray tracing boost mode that applies ray tracing to almost every surface in the game. It also enables ray randomization for proper support of rough surfaces and adds 5 percent of specular reflectance by default to all surfaces. The new boost option can only be activated when the Global Raytracing option is enabled.



crysis-remastered-ray-tracing-boost-mode-update-1024x576.jpg
Image: Crytek



• Motion blur has been reactivated: Motion Blur was temporarily disabled with 2.1.1 due to some issues where the motion blur effect was far more intense than intended. A fix has been implemented and motion blur is now available once again.• Improvement made to the model for the SCAR.•...

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I am glad that they are still working on this game and polishing it up, and even adding new graphics features. Much like Cyberpunk, after some more patching time to cook in the oven it'll be ready to actually play as well finally :p Just took a lot of patches to get there. Maybe I'll finally do a replay once a few more patches are out :p
 
This is the company that refuses to die. Hopefully they can expand their ip at some point beyond just this one property.
 
I am glad that they are still working on this game and polishing it up, and even adding new graphics features. Much like Cyberpunk, after some more patching time to cook in the oven it'll be ready to actually play as well finally :p Just took a lot of patches to get there. Maybe I'll finally do a replay once a few more patches are out :p
I’ve been waiting as well but I’m going to fire this one up today to test out again. This, like Cyberpunk 2077, I’ve been waiting to let them polish and patch up.
 
This is the company that refuses to die. Hopefully they can expand their ip at some point beyond just this one property.
I'm just wondering if their IP is truly competitive; the 'Far Cry' and 'Crysis' games they did in house were pretty good for essentially being tech demos!

Their real IP is their engine, and I think that that's becoming a problem for them as most larger dev houses are either rolling their own engines, or are part of a larger company that has plenty of in-house engine expertise (EA, Epic, Blizzard, Microsoft... etc.).

Just not terribly sure that there are customers for what Crytek does best.
 
I'm just wondering if their IP is truly competitive; the 'Far Cry' and 'Crysis' games they did in house were pretty good for essentially being tech demos!

Their real IP is their engine, and I think that that's becoming a problem for them as most larger dev houses are either rolling their own engines, or are part of a larger company that has plenty of in-house engine expertise (EA, Epic, Blizzard, Microsoft... etc.).

Just not terribly sure that there are customers for what Crytek does best.
you mean used to do best, Unreal and Unity have long meet and beat Crytek IQ/features wise. Its "custon Raytracing" was basically glorified screen space reflections and ambien occlusion.
 
you mean used to do best, Unreal and Unity have long meet and beat Crytek IQ/features wise. Its "custon Raytracing" was basically glorified screen space reflections and ambien occlusion.
No doubt, but there's an expense involved too.

I was also pretty critical of their raytracing implementation, but retrospectively, they did come up with a way to do many of the 'expensive' effects cheaply. Quality was lower, but it is one of those things where the developer and the end-user could be given a broader set of choices, and the RT hardware could be selectively utilized to balance quality and performance.

I remember hoping that they'd get to the point of implementing their solution in such a flexible way, just not sure how far they got with it.
 
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