Crysis Remastered Performance Transformed - Patch 1.3.0 Delivers Huge Performance Gains

Conclusion - Better, but there's still room for improvement

Crysis Remastered Performance Transformed - Patch 1.3.0 Delivers Huge Gains

Conclusion - Better, but there's still room for improvement

Had Crysis Remaster launched with Patch 1.3.0 on PC, the game would have had a much stronger reception on the platform. In short, the performance gains offered by this patch are staggering in many cases, boosting both CPU and GPU performance when using the game's high preset. 

As can be seen on page 3, this makes 60+ FPS gameplay a lot more viable across large stretches of the game, which should come as great news for all PC gamers. That said, the game is still CPU-limited in a lot of cases, especially under the game's "Can it Run Crysis?" preset. 

If you were criticising Crysis Remastered's performance before, many of these criticisms should now be seen as addressed. Even the game's software ray tracing performance has seen significant performance improvements, especially on non-RTX hardware which lacks specialised ray tracing accelerators. If patch 1.2.0 was seen as a step forward for Crysis Remastered, patch 1.3.0 should be seen as an Olympics-level long-jump in the right direction, at least in terms of performance. 

While Crysis Remastered is still missing features from the original, patch 1.3.0 does a lot to address the game's performance concerns on the PC platform. For non-RTX graphics cards, the performance gains that we can see at high settings are staggering, and it is a credit to Crysis Remastered's developers that they have delivered such large performance gains. That said, many of the criticisms surrounding Crysis Remastered remain. 

For many PC gamers, Patch 1.3.0 will be transformative, but others will still see major room for improvement. Ascension is still missing from the game, and some areas of Crysis Remastered's visuals remain behind Crysis' original PC version. Crysis Remastered is much better than it was, there is still a lot of room for improvement. 

You can join the discussion on Crysis Remastered Patch 1.3.0 on the OC3D Forums.   

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Most Recent Comments

26-11-2020, 09:49:19

AngryGoldfish
Why on earth didn't they delay the release (everyone else does) until they had this patch ready? Did they need to use the public's systems as a beta for the game to find out what work needed doing? That's a huge performance uplift.Quote

26-11-2020, 09:54:56

AlienALX
So it's now fully playable at 1440p for me with the max settings.

Ooo, ya sexy dancer.

Nice one Mark, thanks for putting the effort in mate !Quote

01-12-2020, 03:46:43

MiNo
I'm missing a evaluation of (any) games own performance - as in is it sloppy code or optimized code? This article puts much needed focus on it, but not enough.



I realize this harder to do than to slap a card in a build and watch a FPS counter but perhaps this is so easy (albeit time consuming) that there is room to get into the other parts?


Once in a while, yes there is a comment about poorly optimized game but I think it should be taken a big step further. As it is, the focus is always on the hardware, but as we already know the performance levels of the cards then we get too little out of the game performance reviews. Perhaps title is slightly better for team red .. so what? The interesting part would be to evaluate the games optimizations like it is being done for new hardware. It should not be a comment, it should be analyzed and ranked in table form. Obviously very difficult, but who better to do it than the crew here?


Sure it may fail, but it would be a chance of doing something new. And to put the pressure on sloppy coders just like the pressure is on the hardware builders when they cut corners or make poor design choices.



And in the end, optimizations in software tends to be much more important than hardware. Just look at the 'demoscene' to truly understand what is possible using optimized code.


Yes I do understand this is a hardware review site :-) But measuring HW performance without even considering the 'input' is missing a important part of the 'ecosystem' of performance.Quote

01-12-2020, 11:10:41

Dicehunter
Quote:
Originally Posted by MiNo View Post
I'm missing a evaluation of (any) games own performance - as in is it sloppy code or optimized code? This article puts much needed focus on it, but not enough.

I realize this harder to do than to slap a card in a build and watch a FPS counter but perhaps this is so easy (albeit time consuming) that there is room to get into the other parts?

Once in a while, yes there is a comment about poorly optimized game but I think it should be taken a big step further. As it is, the focus is always on the hardware, but as we already know the performance levels of the cards then we get too little out of the game performance reviews. Perhaps title is slightly better for team red .. so what? The interesting part would be to evaluate the games optimizations like it is being done for new hardware. It should not be a comment, it should be analyzed and ranked in table form. Obviously very difficult, but who better to do it than the crew here?

Sure it may fail, but it would be a chance of doing something new. And to put the pressure on sloppy coders just like the pressure is on the hardware builders when they cut corners or make poor design choices.

And in the end, optimizations in software tends to be much more important than hardware. Just look at the 'demoscene' to truly understand what is possible using optimized code.

Yes I do understand this is a hardware review site :-) But measuring HW performance without even considering the 'input' is missing a important part of the 'ecosystem' of performance.

For the type of indepth detail you want would take way more time that it's worth for a review site mainly about the general performance of said hardware, There are places dedicated to this though, Digital Foundry being the main one who do get detailed information from game developers about various optimisations etc...Quote
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