Autoexec.cfg settings do not apply ??

Post » Wed Nov 10, 2010 8:24 am

Hi.

I have Crysis 2 completely updated. I have an autoexec.cfg file in my Crysis 2 directory.

The settings do not apply ? When I load a game etc.. the settings do not seem to be applying as I have motion blur turned off but motion blur is still active in the game etc.. here is the autoexec.cfg I am using

Anyone experience the autoexec.cfg not working ? is there a fix ?

Thanks

con_restricted = 0
cl_fov 75
pl_movement.power_sprint_targetFov 75

; Sys_Spec settings
sys_spec = 4
sys_spec_Full = 4
sys_spec_ObjectDetail = 4
sys_spec_Shading = 4
sys_spec_VolumetricEffects = 4
sys_spec_Shadows = 4
sys_spec_Texture = 4
sys_spec_Physics = 4
sys_spec_PostProcessing = 4
sys_spec_Particles = 4
sys_spec_Sound = 4
sys_spec_Water = 4
sys_spec_GameEffects = 4
sys_spec_Quality = 4

; Sys_Spec Quality settings
q_ShaderGeneral = 4
q_ShaderMetal = 4
q_ShaderGlass = 4
q_ShaderVegetation = 4
q_ShaderIce = 4
q_ShaderTerrain = 4
q_ShaderShadow = 4
q_ShaderFX = 4
q_ShaderPostProcess = 4
q_ShaderHDR = 4
q_ShaderSky = 4
q_Renderer = 4

; Sys_Spec Game Effects Settings
i_lighteffects = 1
g_corpseMinTime = 8
g_corpseUnseenTime = 2
g_corpseMinDistance = 20
g_battleDust_enable = 1
mfx_Timeout = 0.01

; Extra Game Effects Settings
g_SkipIntro = 1
g_radialBlur = 0
g_nanoSuitEnableSuitShapeDeformation = 1
g_no_breaking_by_objects = 0
g_procedural_breaking = 1
g_no_secondary_breaking = 0

; Sys_Spec Object Detail Settings
e_ObjQuality = 4
e_ProcVegetation = 1
e_DecalsAllowGameDecals = 1
e_DecalsLifeTimeScale = 1
e_DecalsOverlapping = 1
e_LodRatio = 100
e_LodMin = 0
e_ViewDistRatioDetail = 200
e_ViewDistRatioVegetation = 200
e_VegetationMinSize = 0
e_ViewDistRatio = 200
e_ViewDistRatioCustom = 200
e_ViewDistRatioLights = 200
e_ViewDistMin = 200
e_MaxViewDistSpecLerp = 1
sys_flash_curve_tess_error = 0.5
e_VegetationSpritesDistanceCustomRatioMin = 1
e_VegetationSpritesDistanceRatio = 2.5
es_DebrisLifetimeScale = 3.2
e_OcclusionCullingViewDistRatio = 2
e_Dissolve = 4
ca_AttachmentCullingRation = 400
e_TerrainOcclusionCullingMaxDist = 300
e_streamCgf = 0

; Sys_Spec Particles Settings
e_ParticlesQuality = 4
e_ParticlesMaxScreenFill = 1024
e_ParticlesMinDrawPixels = 0.25
e_ParticlesObjectCollisions = 4
e_ParticlesPoolSize = 32768
e_ParticlesEmitterPoolSize = 16384
r_UseParticlesHalfRes = 0
e_ParticlesForceAnimBlend =
e_ParticlesForceGI = 1

; sys_spec Physics Settings
e_CullVegActivation = 200
g_tree_cut_reuse_dist = 0
p_max_MC_iters = 24000
es_MaxPhysDist = 400
es_MaxPhysDistInvisible = 5
e_PhysOceanCell = 0.1
e_FoliageWindActivationDist = 200
g_breakage_particles_limit = 640
p_max_object_splashes = 8
v_vehicle_quality = 4
p_max_substeps_large_group = 40
p_num_bodies_large_group = 200
p_gravity_z = -13
p_joint_damage_accum = 6
p_joint_damage_accum_threshold = 0.6
p_num_threads = 6

; sys_spec PostProcessing Settings
r_MotionBlur = 0
r_sunshafts = 1
r_UseEdgeAA = 3
r_colorgrading = 2
r_GlowAnamorphicFlares = 1
r_RainMaxViewDist_Deferred = 200
r_MotionBlurMaxViewDist = 256
r_PostMSAA = 4
r_PostMSAAEdgeFilterNV = 1
r_PostProcessHUD3DCache = 0
r_MotionBlurShutterSpeed = 0.0075
r_HDRBloomMul = 0.5

; sys_spec Shading Settings
sys_spec_Quality = 4
e_SkyUpdateRate = 1
r_DetailNumLayers = 3
r_DetailDistance = 200
r_HDRRendering = 2
r_SSAO = 4
r_SSAOQuality = 3
r_SSAODownscale = 0
r_refraction = 1
sys_flash_edgeaa = 1
e_VegetationUseTerrainColor = 1
e_TerrainAo = 1
e_TerrainNormalMap = 1
e_DynamicLightsMaxEntityLights = 32
r_UsePom = 1
r_EnvTexUpdateInterval = 0.001
r_TexturesFilteringQuality = 0
e_GINumCascades = 3
r_HDRBlueShift = 1.0
r_HDRBrightLevel = 0.5
r_HDRBrightOffset = 5
r_HDRBrightThreshold = 6
r_HDRLevel = 6
r_HDROffset = 10
r_EyeAdaptationBase = 0.1
r_EyeAdaptationFactor = 1
e_GI = 1
e_GIMaxDistance = 200
e_GIAmount = 0.6

; sys_spec Shadows Settings
e_Shadows = 1
r_ShadowBlur = 3
e_ShadowsMaxTexRes = 2048
r_ShadowJittering = 4
e_GsmLodsNum = 5
e_GsmRange = 1
e_ShadowsCastViewDistRatio = 3
e_GsmCache = 0
e_ShadowsResScale = 5.4

; sys_spec Shadows Settings
s_MPEGDecoders = 64
s_Obstruction = 0.5
s_ObstructionAccuracy = 5
s_ObstructionUpdate = 0.05
s_SoundMoodsDSP = 1
s_VariationLimiter = 1
s_ReverbType = 3

; sys_spec Texture Settings
r_TexSkyResolution = 0
r_ImposterRatio = 1
r_EnvCMResolution = 2
r_EnvTexResolution = 3
r_DynTexMaxSize = 320
r_TexAtlasSize = 4096
r_DynTexAtlasCloudsMaxSize = 128
r_DynTexAtlasSpritesMaxSize = 128
r_VegetationSpritesTexRes = 256
r_TexMinAnisotropy = 16

; sys_spec Water Settings
r_WaterUpdateFactor = 0.0
e_WaterTesselationAmount = 30
e_WaterTesselationSwathWidth = 30
r_WaterUpdateDistance = 0.0
e_WaterOceanFFT = 1
q_ShaderWater = 4
r_WaterReflectionsMinVisiblePixelsUpdate = 0.010

; Extra Render settings
sys_MaxFPS = 60
sys_physics_CPU = 3
sys_EarlyMovieUpdate = 1
gpu_Particle_Physics = 1
e_LodMax = 0
r_AnisoMin = 16
r_AnisoMax = 16
e_CharLodMin = 0
es_maxphysdistcloth = 200
r_PostMSAAMode = 2
r_ShadersRemoteCompiler = 0
r_displayInfo = 0
r_BeamsSoftClip = 0
r_EnableAltTab = 1
r_TexMaxAnisotropy = 16
r_ColorBits = 32
r_CoronaFade = 0.25
r_DrawNearFoV = 75
r_UseMergedPosts = 3
r_HDRRangeAdaptMax = 1.01
r_HDRRangeAdaptMaxRange = 256
r_HDRGrainAmount = 0.85
r_ShadersUtikstanceLookUpTable = 1
User avatar
Daddy Cool!
 
Posts: 3381
Joined: Tue Aug 21, 2007 5:34 pm

Post » Wed Nov 10, 2010 5:03 am

hmm the problem is the blur cvars do not work in an autoexec.cfg, but they work if I add them to the command line shortcut.

thought they were supposed to work from autoexec.cfg too ?
User avatar
Annick Charron
 
Posts: 3367
Joined: Fri Dec 29, 2006 3:03 pm

Post » Wed Nov 10, 2010 8:49 am

FoV for me works like a charm
cl_fov=75
pl_movement.power_sprint_targetFov=75 << ( why the **** thats even in the game is TERRIBLE, it looks fking stupid if you leave it at 55 and only change the FoV to 75 - it feels like your fking going into warp speed, YUK)

looks and feel so much more better then the default 55 - 75 looks great on my wide 22" doubt i could go much higher before it starts looking and feeling weirdly stretched :X hehe 75 feels just right.

I'm sure as soon as crytek update there graphics menu all the stuff we would actually like to change will be found in there, until then, just keep messing around with the graphics options, but keep in mind, most of them don't work, and you are limited to what Dx9 can potentially do.
User avatar
Alexandra Louise Taylor
 
Posts: 3449
Joined: Mon Aug 07, 2006 1:48 pm


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