Tuesday, January 8th 2008
Crysis 1.1 Patch Released
The first patch for Crysis has been released, which you can download from here. The changes are as follows:
Fixes:
Source:
GamersHell.com
Fixes:
- Damage dealt to vehicles when shot by LAW has been made consistent
- F12 (screenshot) now works in restricted mode as well
- When player melees during gun raise animation, their gun will not be in a permanently raised position anymore
- Memory leaks and potential crashes
- Improved SLI / Crossfire support and performance
- Improved overall rendering performance (DX9 and DX10)
- Enabled VSync functionality in D3D10
- Reduced grenade explosion radius in multiplayer
- Clamped water tessellation to avoid cheating in MP
- Reduced LAW splash damage vs. infantry in PowerStruggle mode
- Slowed Rocket projectile speed down in MP slightly
24 Comments on Crysis 1.1 Patch Released
I enjoyed it a lot (well, the Mountain and VTOL levels sucked a bit) but was quite surprised when I found I had finished it. Far Cry and STALKER took me what felt like months - this was less than a week, no more than a few hours at a time and not even everyday
Fixes
* Fixed: Potential crash in D3D10
* Fixed: Orange boxes apearing when hispec savegame loaded into lowspec game.
* Fixed: Inconsistent damage dealt to vehicles when shot by LAW.
* Fixed: Reflection resolution on D3D10, MultiGPU reflection update fix
* Fixed: Memory leak with FSAA modes
* Fixed: Infinite ammo hacks.
* Fixed: Memory leak in D3D10 when switching screen modes
* Fixed: Muti optimizations
* Fixed: When player melees during gun raise animation, their gun will be in a permanantly raised position.
* Fixed: Crash when loading savegame with level exported recently by editor
* Fixed: Virtual keyboard does not function properly when a game pad is connected
* Fixed: Users can lose the ability to look around with the Right Stick
* Fixed: Setting screen resolution to "default" stops user from selecting last resolution
* Fixed: Bug when changing resolution in D3D10
* Fixed: Issues with Depth of field and water droplets in D3D10
* Fixed: Crash on NaN warning
Updates
* Added: Motion Blur UI and V.SYNC UI options
* Optimized: Motion blur
* Optimized: FSAA (Full Scene Anti-Aliasing)
* Optimized sound id implementation
* Enabled VSync functionality in D3D10
* New benchmarking files for ice CPU benchmark.
* http/xmlrpc password protected remote control session
* Marked debug cvars as cheat
* F12 (screenshot) now works in restricted mode as well
Tweaks
* Reduced LAW splash damage vs. infantry in PowerStruggle mode
* Slowed Rocket projectile speed down in MP slightly
* Disabled automatic turret bounding boxes on vehicles to prevent issues with LAW hit detection
* Reduced grenade explosion radius in multiplayer
* Clamped water tesselation to avoid cheating in MP
* MultiGPU improvements with depth map updates
Dont know if this may have to do with Vista and dx10's continuing lack of crossfire performance but I have No improvement On msi p35 Plat, nor any improvement on asus maximus x38 with 2x2900, I refuse to play on xp since this is supposed to be a dx10 game so I have no way to tell if the patch increases crossfire performance on dx9 rigs.
On gainward 8800gts GLH (yes the dual slot 740 core) im seeing maybe 5-10% improvement however this one card KILLS MY dual 2900s also ati cards still cant handle all very high settings above 10fps. 8800 gts av 20FPS all settings VH 1920x1200 NO aa
forums.techpowerup.com/attachment.php?attachmentid=11546&stc=1&d=1199882901
the rig...
amd phenom x4 9500 B2 revision
mobo gigabyte ma790fx-dq6
2x 320gb samsung hdd in raid 0
4x1GB kingmax ddr2 1066Mhz run in 800mhz with 4.4.4.15
videocards
2 x hd 3850 cu 256mb saphhire single slot...
x-fi fatality pro
and fortron 700watt power surce
all the test are run in vista ultimate x64
soo...
see the table and be smart :)
anyone running xFire - how did this work out for you?
I installed the patch, but, I swear I'm only seeing about 1 FPS improvement in xFire. Seems to run better at 1280x1024 resolution, also, as compared to any other resolution . . .
but, I swear things look different . . . can't put my finger on it, but it's like things are a bit more jagged than before, and everything appears a little brighter . . . maybe it's just me . . .
Will work to determine if the patch is truly to blame.
Haven't tried the patch yet (will do 2moro), so far i run 1024x768, 4x aa and the settings below:
this is with cpu @ 4040mhz
both gfx's @ 641/720
Anything set lower just looks crap, any higher major slowdown.
Anyhow, I was just curious what other's thought of the before/after 1.1 . . . I swear, though, I could get the game to run a lot better with just 1 GPU installed, and I held out for a long while to really "play" the game (exploring stuff, fiddling with tactics, etc) until the patch was released . . . I was seriously starting to wonder if their means of allowing crossfire to work was along the lines of graphics being "optimized" (read: of somewhat lower quality).
IDK, something has just seemed a little fishy about this game in regards to ATI hardware :wtf:
Still waiting to find an updated demo with the patch included...
But, anyways - I'm just a little irked I guess - been waiting for the patch to really allow myself to get into the game (I'm the kind that likes to check out every nook and cranny :o), and we all know how frame rates are. I've been able to duke the performance up, and run decent IQ for the time being, but I had to go dig through the Crysis TweakGuide to get things acceptable. TBH, anyone that hasn't taken the time to read through it, I'd defi recommend it!
woot I CAN PLAY WITH 8X aa now!!