Generally it took AMD a few weeks after a game release to do this which is why it seemed like performance got better with time despite no game updates.
In fact the "fine wine" effect actually comes from and AMD driver team writing the code for an equivalent visual effect (like HBAO+) and then instead of running the gameworks shader it would inject the AMD alternative (which was open source) which usually looked identical or sometimes better and also ran significantly better. A suite of visual effects designed to run very good on their hardware and very badly on ATI/AMD hardware. Then after they were caught they started working on gameworks. They did it for like 3 years before getting caught and it was enough time for them to gain a decent lead in sales over ATI despite ATI cards being on par or better in normal gaming use.
I remember back when they cheated Benchmarking software by secretly overclocking the core and memory when the drivers detected a benchmark running. Nothing would surprise me when it comes to nVidia. You might have written that sarcastically but I wouldn't be shocked if it was done on purpose with the intent to quickly fix it but unfortunately said fix comes out after digital foundry has released their performance videos. Free extra performance is always welcome, even if it's a tad late. Well, sarcasm and joking aside, it's good to see bugs of this type getting squashed. I think I've translated their statement to a more accurate statement? xD
Yuka said:"We've managed to convince nVidia to allows to fix the generic coding paths used for AMD that don't work with their new GPU architectures, so they'll see their GPUs better utilized now instead of using basic drawcalls in the incorrect order overwhelming the hardware scheduler". This resulted in performance issues being encountered after playing for extended periods of time." They also go into detail on other fixes in Crysis 2 Remastered, for instance, the patch notes read "Fixed a potential GPU memory leak that could occur when Ray Tracing is enabled. Crytek does however specify some of the improvements they've done to Crysis 3 for instance, Crytek elaborates they've "Fixed a DLSS issue in multi-sampled vegetation alpha test to improve grass movement when DLSS is enabled". There are no details as to what exactly was fixed, and Crytek's community and social media manager for Crysis also didn't elaborate on the bug. It becomes even more interesting when we consider how the Remastered Trilogy released on current-gen consoles as well - all sporting AMD Radeon graphics. Besides being able to toggle DLSS for extra performance, they didn't have to contend with potentially 20-50% lower performance on their graphics cards irrespective of game settings. This means that NVIDIA users had a much better out-of-the-box experience than AMD. It leads to interesting questions regarding what sort of prioritization was done to bug discovery and fixing - and on which platforms? It's particularly interesting considering that Crytek worked closely with NVIDIA in introducing their technologies - such as DLSS - to the Crysis Remastered package.
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