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Chrizum said:
Zkuq said:

Uh, it would probably take way more effort to port an old version of the engine to Switch and then add some of the changes from the upcoming PC version than it would to take the upcoming PC version and downgrade it until it runs well enough. That's because for the latter, it's mostly done and it's just a matter of downgrading. Taking the 7th gen version would require doing some actual changes twice, which I reckon is more work than a relatively simple downgrade since the engine already runs on Switch.

EDIT: And just as I write that, I run into news confirming that is actually is a port of the 7th gen version. That seems like a fairly curious decision, especially since it's sold with the same name as the upcoming PC/PS4/Xbox release, but I guess it must have made sense.

Wow, apparently all console versions are based on the 360/PS3 version (CryEngine 3) and missing the Ascension mission. That sure is baffling. Remastered looks nothing like the 360/PS3 version. Seems like it was too much work to bring over the PC version to consoles? Meh.

The way things like lighting, reflections, shadows and water animations are calculated and rendered changed drastically since the original release of Crysis. It was still based on DirectX 9 while we're at DX12 now. Hence why the Switch version has global illumination from a single source (sun or moon depending on daytime), something that was too demanding to be implemented in the original due to how it was rendered back then. Similar thing with the shadows.

Oh, and the Switch reused the models and general frame of the Gen 7 console versions, which used less geometry than the PC version to save a bit of performance, but also resulted in not having volumetric lighting coded in and a missing flight mission.