[citation][nom]shin0bi272[/nom]So what crysis3 is going to run furmark in the background or something? I dont get how the same engine that they used in crysis2, that even with the dx11 patch I ran on my 670 maxed out @ 19x12 with vsync on and almost never dropped below 60fps, is going to melt my pc when they are releasing it on 360 and ps3 as well. That "a new dawn" demo however mediocre it might look did bring my 670 to its knees quite easily but Im pretty sure nvidia engineered that to happen like that to try to sell more cards... the dbags.[/citation]
Just because Crysis 2 used X settings with their engine, does not mean they could not have added more and more detail than they did. For example, they could increase the texture resolutions. They could increase the field of view, increase the distance you can see, or use more open ended maps like Crysis 1.
You may have noticed that the DX11 patch added a type of tessellation that adds depth to land, and brick, as well as other surfaces. If you were like me, you may also have noticed very few surfaces had this technology applied to it. I recall several areas where only 1 or 2 walls out of 4 would have this effect applied to it, while the others were flat.
These are all ways to increase the visuals and require a lot more horsepower to run the game at higher settings. There are plenty of more ways to increase the visuals as well, using the same engine. These game engines are highly customizable. They aren't nearly as simple as you seem to think.
Just because Crysis 2 used X settings with their engine, does not mean they could not have added more and more detail than they did. For example, they could increase the texture resolutions. They could increase the field of view, increase the distance you can see, or use more open ended maps like Crysis 1.
You may have noticed that the DX11 patch added a type of tessellation that adds depth to land, and brick, as well as other surfaces. If you were like me, you may also have noticed very few surfaces had this technology applied to it. I recall several areas where only 1 or 2 walls out of 4 would have this effect applied to it, while the others were flat.
These are all ways to increase the visuals and require a lot more horsepower to run the game at higher settings. There are plenty of more ways to increase the visuals as well, using the same engine. These game engines are highly customizable. They aren't nearly as simple as you seem to think.