Top optimized AAA game in GTA V.
Top optimized AAA game in GTA V.
It's strange how Crysis 2 seems unremarkable even when pushed to its limits...
I could reinstall it right away, really looking forward to it now. I haven’t played it since getting the 4K TV, and I still want to take a few trips there... the 1080 Ti is struggling. It’s going to suffer because I’m lazy—haven’t taken it off the FE yet to go AIO... hehe cheers!
Half-Life 2 shines over Crysis 2 as a prime case of optimization. The video does an excellent job covering this topic, and I especially appreciate the host's presentation.
I just put Crysis 1 in this week as I haven’t played it in years... I still can’t get it to run even at medium settings back then. It seems pretty disappointing even on Ultra now... Hey! Fellow, kliksphillip fan
I don't believe these titles are "optimized" because that suggests they were initially poor and needed fixing. Instead, I see them as "well crafted." This approach is what I refer to as "bottom-up" versus "top-down" design. The distinction becomes clear with Crysis and Crysis 2. If the video claims CryTek aimed for a cinematic look early on, then they likely prioritized that vision before trimming details for better performance on weaker systems. But if your creative goals were rooted in high-end expectations from the start, removing elements would hurt quality. When CryTek built CryEngine 3 for Crysis 2, they focused on building a foundation suitable for consoles—lower specs. This meant their art and design had to adapt to those constraints. Once that engine was in place, adding enhancements didn't compromise the overall vision. Another advantage is flexibility; you can expand without significantly altering the intended style. On the other hand, with GTA IV and its ports, I think Rockstar wasn't yet ready to bridge performance gaps between high-end and older hardware. It seems more realistic they were limited by their capabilities at the time. Expecting a flawless port is unfair given those constraints. Certain design choices can have major consequences, affecting core functionality. For games where support fades quickly, such changes aren't worth the risk.
I reviewed that video earlier and it improved my gaming experience. For ultra, I focus on texture quality. I begin by reducing shadows. In Battlefield 1, I was at full capacity and achieved around 70-80 fps at 1440p. After lowering post processing to medium, I saw a boost to 30-40 fps without any noticeable loss in visual quality. I looked up the changes and found they mainly impacted reflections in puddles.