"I think we already tapped a large part of the consoles' resources and hardware potential. But there is still quite some potential to push it further, especially from art side, since it was their first game with this engine iteration," Sousa observes, suggesting that it's not just the tools that will be improved, but also in how they are used.
"I'm quite confident they will learn to push our engine to its limits by carefully using their resources. From the tech side we will of course keep optimising and improving further, there is no such thing as the best optimisation/approach - performance and quality is always a moving target. There were also some areas we wanted to push further, for example minimising memory transfers, but we just lacked the time to make it happen."
read full article here http://www.eurogamer.net/articles/digitalfoundry-the-making-of-crysis-2