Here's what kind of PC you'll need for Crysis 3


— 5:19 PM on December 3, 2012

The Crysis series has always been notorious for its steep hardware requirements. Crytek posted minimum, recommended, and "hi-performance" PC specs for Crysis 3 on the game's official website today, and by the look of it, this latest chapter will be no different from its predecessors.

The minimum requirements aren't anything to write home about. Crytek says you'll be able to run the game with anything equivalent to (or better than) a dual-core processor and a DirectX 11 graphics card with a gig of RAM. The recommended requirements are a little bit more demanding. See below:

• Windows Vista, Windows 7 or Windows 8
• DirectX 11 graphics card with 1GB Video RAM
• Quad core GPU
• 4GB Memory
• Example 1 (Nvidia/Intel):
          • Nvidia GTX 560
          • Intel Core i5-750
• Example 2 (AMD):
          • AMD Radeon HD5870
          • AMD Phenom II X4 805

I assume that should be "Quad core CPU" up there. In any case, recommended requirements describe pretty much the kind of PC I'm running today: a Core i5-750 with 4GB of RAM and a Radeon HD 6870. (Yes, I realize I'm a few generations behind.)

So, what about those "hi-performance" specs?

• Windows Vista, Windows 7 or Windows 8
• Latest DirectX 11 graphics card
• Latest quad core CPU
• SLI / Crossfire configurations will run even better
• 8GB Memory
• Example 1 (Nvidia/Intel):
          • NVidia GTX 680
          • Intel Core i7-2600k
• Example 2 (AMD):
          • AMD Radeon HD7970
          • AMD Bulldozer FX4150

Yikes. We're talking about something like the Editor's Choice build in our System Guide, and even that has a slower graphics card than what Crytek is suggesting.

Looking at that single-player video that was posted last month, it's pretty clear Crytek didn't skimp on shader effects, luxuriant foliage, and big, debris-laden explosions. I hope lower-end configs can enjoy all that eye candy, even if they have to live without uber-high texture detail or insane resolutions. I also hope the use of DirectX 11 tessellation is a little more sensible this time around. (Thanks to Rock, Paper, Shotgun for the link.)

   
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