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Crytek Faced Xbox One ESRAM Issues, Console Hardware Considerably Less Powerful Than High-End PCs


During this year’s SIGGRAPH, Crytek’s Nicolas Schulz and Theodor Mader finally admitted how much more powerful high-end PCs were compared to both current-gen consoles at launch. Obviously this isn’t surprising at all, but it’s at least good to see developers admitting what we already knew.

As Crytek’s Rendering Engineers revealed, when both Xbox One and PS4 were already dated the moment they came out.

Console hardware was considerably less powerful than high-end PCs at launch” reads Crytek’s SIGGRAPH 2014 presentation.

Crytek’s engineers claimed that Crysis 3 at Ultra settings is already an impressive looking game, and that adding just more (effects, higher resolution, etc.) is not an option on weaker hardware, which basically explains why Ryse was running at 900p with 30fps on Xbox One.

Furthermore, Crytek said that MSAA was not an option on Xbox One with deferred lighting as there was a massive bandwidth increase. Also, the company run into issues with ESRAM size, something that prevented it from using MSAA (especially since 2X MSAA did not provide great IQ).

Last but not least, Crytek’s engineers revealed that SSAA was used in pre-recorded cut-scenes in Ryse, and that this demanding AA technique will be available in the PC version of Ryse.

[UPDATE]

Crytek has shared a number of videos from its SIGGRAPH 2014 presentation that can be viewed below.

Using Geometry Cache in RYSE | CRYENGINE Technology