Welcome Stranger to OCC!Login | Register

Crysis and Crysis Warhead 7+ Years Later Review



To look at Crysis or Warhead at max settings today, you could definitely believe they are modern games. Indeed they both can rival modern games with the amount of detail rendered on the screen. However, if you look closely, you can still find signs of aging.

A lot of games put details into textures to save on the amount of 3D objects that have to be rendered, but in both of these titles, the details in the textures can be so high that you can forget this trick is being used. Photorealistic is a decidedly accurate way to describe the textures almost everywhere. Sure, you can find places where the textures are being stretched or otherwise of lower quality, but they are hardly common.

Foliage can be very dense, which is both impressive and awesome to look at. Where it is not dense, those highly detailed textures are used to make up for it. The foliage can also be quite varied, which helps give the jungle and forest areas a lot of life. Of course, helping that is how it all interacts with light, breaking it up into rays and casting shadows, and how much are physical objects. Firing bullets through plants will cause them to rustle and even break trunks in two. That is not to say the game is free of clipping, it is not, but it still does some impressive things.











The realistic physics is even more impressive as it seems that most objects have their collision models exactly matching what you see. The best example I have of this is in Warhead, where I was able to shoot through a small pipe that was just sitting there. In plenty of other games, the bullet would have just hit an invisible wall at the end of the pipe, instead of passing through it to hit my target. You are also able to crawl under and through many areas that could similarly have been blocked off in other titles.

One issue that is somewhat annoying is the amount of pop-in at short distances. Small objects pop in quite a lot at close range, and other objects and textures appear at medium range. In one instance I noticed barbed wire above a fence popping in just by taking a step forward. If the wire was not so white, I would not have noticed.



How the textures come in is pretty weird at times. When in a prone position, crawling along the ground, the high resolution textures seem to roll and stretch into place, replacing the lower resolution ones. This is only seen if you are crawling near the edge of an object, like the edge of a cliff.


The final two issues I can say I noticed with the games' graphics have to do with the shadows and models, but both are issues only compared to today's games. The shadows are somewhat soft and of low resolution, and while I am very sure they looked very good at release, I cannot help but wish for a modern ambient occlusion technique. The models are similar in that I wish tessellation were a feature, as some objects have flat faces that just do not look right. Still, these are both issues that only exist when making the arguably unfair comparison to modern games with modern technologies and techniques.



Fluids look pretty good, especially water when you are looking at it. When moving through it, the ripples are fairly simplistic, just emanating out from your body. It is still better than a lot of games, but I cannot help but wish it were better than it is. Fire also looks pretty good, with plenty of flame detail, but it is a little thin. Again, like the water, it is still better looking than many, but I cannot help but wish it looked better, with how everything else looks around it.


With the appearance covered, time to talk about performance, so here are my specs:

  • Processor: AMD A10-5800K @ 4.40 GHz (44.0x100)
  • Cooling: Corsair H110
  • Motherboard: ASUS F2A85-M PRO
  • GPU: NVIDIA GTX 980 4 GB
  • PhysX: EVGA GTX 770 2 GB
  • Memory: G.Skill Ripjaws 4x8 GB (32 GB total) at 1866 MHz 10-10-10-27
  • PSU: OCZ Fata1ty 750 W
  • OS: Windows 7- Professional 64-bit

Obviously, by the existence of this review, my system is able to play Crysis and Warhead, and at their respective maximum settings, with the exception of motion blur, as a personal preference. Now if you are thinking that with those specs, including a GTX 980, can run either game at a flawless 60 FPS you are quite mistaken. On average the framerate was in the 30s to a little over 40. At times the framerate actually dropped to the 20s, resulting in a very noticeable stutter. So long as the framerate was above 30, both games were completely and comfortable playable. To that end, the games ran very well, but it definitely seems that these titles could be better optimized than they are. It is very possible that Warhead, which is supposed to be better optimized, ran better, but as Crysis still ran very comfortably, I barely noticed a difference.



The one bug I encountered a few times was in Crysis and was with the audio. At times it would cut out, either partially or completely. I never experienced this in Warhead and I am not sure what caused it to happen in the first place. A quick search reveals that people have experienced this in both games, so it may just come down to luck if it happens to you or not. There was also an incident of a weapon hanging in the air, shooting at a wall, but as I only experienced anything like this the one time, it could have been a complete fluke.


As I said at the beginning of this section, the graphics of Crysis and Warhead are good enough to rival modern titles. There are still some age spots, but when your starting point is so high, coming down a little still leaves you ahead. To put it another way, these titles would not be eligible for an HD remake/remaster, but for a 4K/UHD upgrade because they were HD when they were made. Besides that, the performance could be better for modern hardware, but at least we can say, now more than ever, that our machines can play Crysis.

  1. Crysis and Crysis Warhead Review - Introduction
  2. Crysis and Crysis Warhead Review - Graphics
  3. Crysis and Crysis Warhead Review - Story
  4. Crysis and Crysis Warhead Review - Gameplay
  5. Crysis and Crysis Warhead Review - Additonal Gameplay Media
  6. Crysis and Crysis Warhead Review - Conclusion
Related Products
Random Pic
© 2001-2018 Overclockers Club ® Privacy Policy
Elapsed: 0.1255369186   (xlweb1)