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It's been nine long years since the last console release for Crysis. The new remastered edition is finally here - and surprisingly, it's launching first on Nintendo Switch. In this detailed tech review, John Linneman assesses the Switch port up against the PC and last-gen console versions - and discusses how this port is important and why Crysis is still such a remarkable game.

Crysis Remastered on Switch: yes, a handheld really can run Crysis
Can it run Crysis? It's been 13 years since Crytek's epoch-making release hit the market - and in some respects it's st…

Summary:
- Dynamic resolution with temporal up-scaling
- On docked, the game runs at 1280x720p with the lower or higher when docked.
- 540p was the lower resolution spotted
- On portable, the game max resolution is 720p
- In portable, the shadow quality is lower than docked
- The game have Sparse Voxel Based Global Illumination
- SVOGI runs at a low resolution on Switch in comparison with future other versions (PS4/XBX/PC)
- Certain lighting effects are removed
- Blur, DoF and Per Object still intact
- Full destruction model retained but significant impact on performance on Switch
- Certain things like foliage sway, destruction etc renders at lower frame rate
- The game is a mix of PC and PS360 version
- Shadow Rendering is very low for foliage/trees compared to PC
- Flashlight shadows re present but absent only from the 1st level
- POM absent from Switch version, it was present in PC/PS3/360 versions
- Game suffers from frame time spikes which causes near constant stutter
- Related to rendering pipeline from the 360/PS3 version which was inherited here
- Target frame rate is 30 FPS with some drops at 16 FPS
- Still better than PS360
- Some later missions have temporary minor pauses during combat which the dev have said they will address
- Big explosions can drops the framerate
- The game have option for Gyro aiming
- Looks like as PS360, the mission Ascension have been removed
- There are some freeze scenes while you're aim, but as the dev team told, will be fixed in a future patch.
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