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No more inaccurate guesses as to what should be mirrored, and you can often even see your full character model running about. Both Crysis 2 Remastered and Crysis 3 Remastered up the reflectivity where appropriate, such as on polished metal or glossy painted walls, though thanks to ray tracing it’s glass and water that see the biggest improvements in Crysis 2 Remastered. The new reflection tech gets plenty of opportunities to shine. I don’t recall getting huffy with these back in 2011, but I do think the new grading is a big improvement: besides looking cleaner in general, the lack of a heavy filter (combined with the upgraded lighting and shadows) gives a much better sense of where the light sources really are in a scene.Ĭrysis 2 Remastered, 2560x1440, Very High quality, DLSS Quality Crysis 2, 2560x1440, Ultra quality, DX11 patch installed Crysis 2 Remastered, 2560x1440, Very High quality, DLSS Quality Crysis 2, 2560x1440, Ultra quality, DX11 patch installed
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On the topic of style choices, you can clearly see how Saber Interactive - who handled the remastering effort for Crytek - ditched the original’s blue and orange filters. The back of the CELL trooper’s model is more realistically shadowed too, and the AC box also showcases another, more stylistic update in the remaster: toning down the obnoxious bloom effects.
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There’s also been a mass replacement of textures, upgrading everything from weapon models to the tiniest of set dressing objects.Ĭrysis 2 Remastered, 2560x1440, Very High quality, DLSS Quality Crysis 2, 2560x1440, Ultra quality, DX11 patch installedĪreas that are logically meant to be in shadow actually look much more in shadow – see the lip of the roof, or the left side of the air conditioner, which is weirdly bright on the original. The remaster completely replaces this approach, using higher-quality specular lighting for static environments and (optionally, but clearly intended as the default) ray traced reflections.
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To recreate the effects of light bouncing off different surfaces, the original Crysis 2 used a conventional cube mapping technique, later adding screen space reflections though a DirectX 11 patch.
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