I'm still in the process of putting Crysis Remastered through its paces on PC, but if you want to see for yourself if your PC can indeed run Crytek's revamped FPS classic, then you'll be pleased to know the game has its own dedicated benchmarking tool. You won't find it in the game itself, sadly, as it's tucked away in the game's system files. Here's how to find it.
Fortunately, Crysis Remastered's benchmark tool is pretty easy to find once you've had a root around its installation folder. Hopefully you installed the game somewhere sensible on your PC that's easy to get to, but if not, you can always search for "Crysis Remastered" in Windows Explorer if you're having trouble locating it. Once you've found the Crysis Remastered the folder, all you need to do is follow these simple steps and you'll be benchmarking the game in no time at all.
Crysis 3 Benchmark
Once you open up Crysis Remastered's benchmark, a small launcher appears that lets you select the game's graphics settings preset, ray tracing quality settings, resolution and anti-aliasing settings. You also get the option of two levels to benchmark: Island and Village.
Annoyingly, the benchmark always seems to open in a window and doesn't give you the option to go fullscreen. That means that if you're benchmarking the game at a lower resolution than your monitor's native resolution, you may not get particularly accurate benchmark results.
Still, once the benchmark's finished loading, it automatically runs through your chosen scene four times before spitting out the results in a txt file at the end. As well as your average frame rate for each run-through, it tells you your minimum and maximum frame rate (and precisely which frame it happened on, too), as well as your memory usage, how long the benchmark took to run, and other assorted stats.
So far, I've only had a chance to test it with Nvidia's new RTX 3080, and man alive, it's a tough old cookie, that's for sure. Even at 1920x1080, the RTX 3080 barely scraped an average of 30fps in the Island benchmark with graphics and ray tracing set to Can It Run Crysis? and anti-aliasing on TSAA, although I'm sure my Intel Core i5-8600K processor is probably holding it back a bit here.
Still, I found it to be largely representative of what I saw in-game. While the game's forests were a bit easier on the old frame rate, the island bits used in the benchmark ran at an identical 30-odd fps. Interestingly, the game doesn't actually give you TSAA as an option in its anti-aliasing menu - only SMAA 1X, TAA, SMAA 1TX and SMAA 2TX. Still, even with everything maxed out at 1080p, the RTX 3080 sure had its work cut out. Stay tuned for more Crysis Remastered benchmarks soon.
Fun... I just bought a GTX970 last week (this is a Gigabyte Mini-ITX card btw), to finally get some of that 4k action.
I have the retail version of Crysis btw, and that one works fine in 64-bit in the benchmark, it seems:
Edit: the 32-bit version does seem to yield slightly higher framerates though:
Lookung at the other results, I guess my i7 860 is limiting the performance somewhat.
For this test, we recorded our own demo using the record and demo console commands. Each test was run three times, and we took the highest score of the three (usually the second and third runs were the same or very nearly so). Our recorded demo consisted of a 20 second run through the woods in the level "rescue" and we verified the performance of our timedemo using FRAPS. The run was near the beginning of the level and we stayed clear of enemies in order to reduce the impact of AI on our graphics benchmark.
I can't believe it. An Intel integrated solution actually beats out an NVIDIA discrete GPU in a Crysis title. The 5200 does well here, outperforming the 650M by 12% in its highest TDP configuration. I couldn't run any of the AMD parts here as Bulldozer based parts seem to have a problem with our Crysis benchmark for some reason.
It's time once again to find out 'Can it run Crysis' but this time it's with Crysis Remastered and from my early look at the game it's a doozy at those higher settings. But, it'll be a minute before I get all of the results out from a custom in-game run. But what if you want to find out if your system runs compared to others using something useful like a built-in benchmarking utility? They've got you covered but you're going to have to do a little digging.
The original Crysis had, and still has it hasn't disappeared, a built-in benchmark utility hidden away in it's /bin files all those years ago. It had two different focused benchmarks, one for CPU and one for GPU that you could launch independently of one another for whatever you were trying to test. This time around you'll have access to launch a dedicated benchmarking GUI that lets you pick settings for overall and raytracing effects, the resolution, and where you want the benchmark to test at.
This will be what you're ultimately greeted within this screen. You can see the options you'll get listed in the interface just to the right of the folder. I left the benchmark executable highlighted and re-highlighted again just to make sure those glancing could find it quickly. One other note on getting the benchmark to run, don't try to do it before you launch the game for the first time otherwise you'll be treated to an error screen telling you it needs to be launched through the Epic Games Store launcher.
Once you're there and you've queued up the settings you want to test then hit 'Start Benchmark' and it'll load up the scene and just loop until you stop it by hitting escape and exiting the window, or fullscreen scene. Once you've exited the benchmark it'll give you a small performance results window and you'll have a quick idea of performance. But for those who like to measure performance with things like OCAT, FrameView, or CapFrameX you'll want to follow a path in the game because the faster your system can run this, the faster it'll run and that just makes getting those types of results a bit less than what you'd want. Anyway, it's about time to find "Can It Run Crysis".
At the time of NVIDIA's 3-Way SLI launch, we were unable to bring you Crysis benchmark numbers that we felt comfortable with. This was partly an NVIDIA driver issue and also because we were waiting on a patch from Crytek that would allow for more efficient SLI scaling overall. With the release of the Cyrsis 1.1 patch, we now have a stable, scalable platform with which to test on. And as you'll see in the benchmark numbers ahead, Crysis is still an extremely taxing game.
CrysisIf you're at all into enthusiast computing, the highly anticipated single player demo of the new FPS smash-hit Crysis, should require no introduction. Crytek's game engine visuals are easily the most impressive real-time 3D renderings we've seen on a computer screen to date. The engine employs some of the latest techniques in 3D rendering like Parallax Occlusion Mapping, Subsurface Scattering, Motion Blur and Depth-of-Field effects, as well as some of the most impressive use of Shader technology we've seen yet. In short, for those of you that want to skip the technical jib-jab, Crysis is HOT. We ran the full version of the game with all of the game's visual options set to 'High' to put a significant load on the graphics cards being tested. Then we also tested at "Very High" settings to see if 3-Way SLI could handle the load.
Executive Summary:
The tool provides a robust front end to benchmarking Crysis. Provides ability to queue up many runs and will provide detailed results for each test as well as an overall summary with accurate averages. Works with retail and demo.
How to:
Simply queue up several different runs mixing settings, resolutions, antialiasing levels and click "Begin benchmark Run".
You can add a frame number where screenshots can be made on every frame for comparison. Use Negative numbers to make a screenshot on every N frame (ie: -399). Hit view button to to view them.
For advanced users you can add custom cvars or import a cfg file that will run globally on all tests.
Notable Features:
Run a variety of tests all at one time.
Choose windowed, 32/64 bit, DX9/DX10 tests.
Logs setting details for each test run plus provides a summary breakdown (with averages if 3 or more loops).
Supports custom demos.
Allows pause/resume by hitting spacebar, between runs.
Auto-save all benchmark runs in Autosave folder.
Allows Copy/Paste from results window.
Save and import a queue of runs for ease of retesting.
Allows image quality comparisons by taking a screenshot on each run at certain frame(s).
How It Works:
It doesn't change or alter any game files. Except it uses the same log file that the Crysis timedemo does to log the results, that is the only game file altered in any way. there are no batch files used, this is stricly application controlled. The tool will go through the queue one by one. between tests you will have an option to pause for 3 seconds (visible with countdown times) and it highlights the test it will run next if resumed. A Summary is provided at the end. If 3 or more demo loops are set for each run, then the summary will provide an average of all loops except loop 1. For averages the first test loop is ignored since it is cacheing assets on the first loop. If only 2 runs are selected, the averages shown are not 'overall' averages but 'last' average, meaning it will provide the average from loop 2, again ignoring run for the summary wherever possible.
The tool provides zero overhead during tests. There is no program logic operating in the tool while a testing run is going, it is only waiting for a signal back from the operating system that the demo loops are done, then it proceeds to start the next run. CPU spikes will be seen between test runs but this doesn't effect the runs at all, since it is essentially asleep during runs.
In most cases the tool will find where the game or demo is installed, if you want to specify a path for some reason then go to File/Set Game Path.
Limitations:
There are currently a few limitations with the first release that will be added to later.
- Low/Medium/High/VeryHigh global settings can be mixed and matched in the queue as desired but only one custom configuration (mixing individual quality settings) can be mixed into the queue. In other words many custom runs can be added to the queue but it will only use the same custom settings for each run. The custom quality benchmark run will be run with the quality settings that are currently selected at the time that the 'Begin Benchmark' button is pressed.
- For any advanced optional CVARS you add, they will be global to all tests and not on a per test run basis.
- Currently while many resolutions are provided, not all may be supported by your monitor.
- DX10 option will show up in Vista if you don't have DX10 hardware. Choosing DX10 will revert to using DX9, although the log output will show DX10 erroneously. I do not have directx API logic in the tool yet to differentiate HW.
- Vsynch currently disabled as there were issues with it working in demo, will be re-enabled in soon update.
Plans:
I plan to remove the current limitations listed above in a near future release. I also am planning advanced testing options to show video/RAM memory usage as well as per core CPU usage.
I will have an advanced tweaking section that I will add to the tool for people that want to test the performance of their tweaks.
Possible reports/graphs and exporting options depending on the community desire for it.
Changelog:
Version 1.05 release 11-20-07[/b]
* Changed the way AA initializes for Vista and XP. AA settings work reliably in testing.
* Removed speech audio from playing with the default GPU/CPU benchmarks.
* Modified pause and stop, mostly cosmetic fixes.
* Vsync working and enabled for retail, automatically disabled for demo because doesn't work.
* Complete re-write of SP Demo and Retail detection and pathing. The tool will autodetect what version it is testing and if it's manually pointed to a different version it will detect it appropriately.
* Included build version of game being tested on form title.
* Fixed pointing to the right path for timedemos after a game path is manually changed.
* Added persistent data with a benchmarktool.ini to retain certain user settings between sessions (ie:clear log before run, tooltips checkbox)
* Added better attention grabber to the Add runs to queue button, if begin benchmark is pressed with an empty queue.
* Fixed extension filter issue with save results dialog.
* Reduced working set and private bytes usage of tool by several hundred percent.
* Minor formatting fix on summary under certain conditions.
* Fixed 64 bit testing for Vista 64. XP 64 still unsupported by tool (contact me for testing).
* Included a new benchmark called Assault_Harbor that is available in the timedmo selection drop down box. Instead of a good GPU or CPU test, this focus's on real gameplay from a level of the game with active AI, active physics and stressing particle graphics as well. Each run will be somewhat unique since AI and physics are active during test but is a good representation of real gameplay to test your settings against.
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