DarkMatter
New Member
- Joined
- Oct 5, 2007
- Messages
- 1,714 (0.27/day)
Processor | Intel C2Q Q6600 @ Stock (for now) |
---|---|
Motherboard | Asus P5Q-E |
Cooling | Proc: Scythe Mine, Graphics: Zalman VF900 Cu |
Memory | 4 GB (2x2GB) DDR2 Corsair Dominator 1066Mhz 5-5-5-15 |
Video Card(s) | GigaByte 8800GT Stock Clocks: 700Mhz Core, 1700 Shader, 1940 Memory |
Storage | 74 GB WD Raptor 10000rpm, 2x250 GB Seagate Raid 0 |
Display(s) | HP p1130, 21" Trinitron |
Case | Antec p180 |
Audio Device(s) | Creative X-Fi PLatinum |
Power Supply | 700W FSP Group 85% Efficiency |
Software | Windows XP |
yes, i would agree with you, were it another game. but one thing i've always noticed about crysis is even at the 20 FPS avg i play it at it seemed solid, which was weird as shit compared to css when if i get 20FPS its really really bad. i never noticed the lag in crysis until i got down to 15 or so, so yea i was laggin my lowest i ever hit was i thk 12FPS so put that card in my rig and even at 30FPS i dout i'd see the 15FPS where i notice lag. i don't know what crytek did but maybe its the coding that helps with the lag, cause i've never played a game where i would consider 20FPS stable or acceptable.
and its not just me check this site
http://forums.pureoverclock.com/showthread.php?p=14934#post14934
It's because of many things, but the most important is that everything in Crysis has a separate thread in CPU and memory: renderer, physics, AI, controls. And the engine will try to balance them acording to the situation. That means that unlike every other games (that I can think off at least) in Crysis "lag" in any of those systems doesn't affect the others. Usually graphics, physics or AI lag is traduced into mouse or net lag (extremely true for CSS), but this doen't happen in Crysis or is mitigated a lot which means almost the same in practice.
EDIT: That system is suposedly smart enough to change physics and AI "resolution" or "framerate" on the fly if it sees too many workload on the CPU and thinks it's not going to be able to handle it. What I mean with framerate and resolution there there is that, instead of calculating physics and AI for every frame it will do it at a lower speed than the renderer (framerate). Or it can calulate less interactions per frame (resolution). Anything to find the balance it needs.
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