Crysis:Warhead - 60fps at 1920×1200 a Reality?

It is no surprise that Crysis has emerged as the acid test for testing new GPUs and has found itself a home in the benchmark protfolios of most websites.

Later on Crytek released the 1.1 patch which offered performance gains but the significant of those gains was on Multi-GPU configurations. As it stands today, Crysis is still a very resource (GPU) intensive game with people resorting to either lowering the quality of shaders or resolution (or both) in order to achieve playable frame-rates.

Crysis:Warhead arriving this fall promises to fix most of these performance related issues with the CEO Cevat Yerli saying that a $650 PC will run Warhead with playable frame-rates. If we expect that Warhead runs 20% more efficiently over Crysis, that gets us close to the 50fps mark at 1920×1200 (24" LCD) with the 4870X2. Factor in some more gain by the CrossFireX team by the time 4870X2 hits retail and we're close to the magical 60fps mark. This could mean that the days of editing .cfg files for attaining playable frame-rates at the 24" LCD resolution could finally be over, ofcourse you would have to own a 4870X2 first!

Stumble it!
This entry was posted on Thursday, July 24th, 2008 and is filed under Featured. You can follow any responses to this entry through the RSS 2.0 feed. You can leave a response, or trackback from your own site.

3 Responses to “Crysis:Warhead - 60fps at 1920×1200 a Reality?”

  1. NKD on August 20th, 2008 at 12:59 am

    well with my gtx 280 running at 702/1428/1250, with my quad at 3.6ghz, I get 49fps average in the first bench, and 43 in assault harbor, those numbers look really low for an X2 in crysis, I had the 4870 before I actually got a good deal on gtx 280 and I was getting 42fps average at 800/1100 compared to the gtx 280, so x2 should be in the 50's already.

  2. hahahafr on September 5th, 2008 at 12:15 pm

    In other words, how to sell an unoptimized game. Thanks marketing.

  3. rebisco on October 5th, 2008 at 11:34 am

    i miss the time when companies like codemasters use to make good graphics engine and yet produce quality games without being resource intensive.

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