Extreme/Maximum Extreme Settings?

Post » Fri Jun 03, 2011 5:00 am

It's pretty funny that a lot of people still think that Crysis 2 will look like the Multiplayer demo. I mean couldn't it be that Crytek downgraded the look of the Multiplayer mode just to make the game run smoother? Think about it.
In such a fast paced Multiplayer you need a stable number of frames so you can react whenever you need to (react really really fast. Modern Warfare players know what i'm talkin about). If the game lags like s*** than you'll die all the time. So what Crytek does is they let the multiplayer mode look **** but everybody is able to run the game smoothly. However, I think the Singleplayer will look phenomenal. I'm pretty sure it will (I pray for it :P)

They shouldnt be downgrading multiplayer if the game is made to scale with hardware. if you need more FPS in multiplayer then lower your settings. What about the people with good PCs who want to play at maximum graphics at 60 FPS rather than at 'toned down mplayer graphics' at 120 fps? It is so people who cant run it at the best settings during multiplayer dont feel butthurt? Because thats the only logical reason i see here.

In this day and age, reducing multiplayer graphics is pretty stupid, especially since multiplayer is supposed to create longevity for the game.

Could you imagine if bf3 did that? lol.
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Maddy Paul
 
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Post » Fri Jun 03, 2011 9:16 am

that would be awesome!

kick your girlfriend away, it's crysis time!

LOL.. Dude, you make laugh hard..
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Da Missz
 
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Post » Fri Jun 03, 2011 5:18 am

Well this pretty much confirms that the demo wasnt just a 360 port, but actually the PC version.

People kept saying blah blah its a port thats why its not that good, thats why it says press start, etc. But looks like the 'patch' that he downloaded which changed the menu wording indicates that the demo WAS the PC version and not just an "xbox port" like all the noobs thought.

What a shame. Doesnt hurt to say "i told you so".

GG
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Casey
 
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Post » Fri Jun 03, 2011 3:00 am

Wow...then what the hell is VeryHighSpec in the CFG files??

Good is LowSpec
Very Good is MedSpec
Extreme is HighSpec
But there is clearly a VeryHighSpec there...why won't they let us use it? In the beta it was possible to enable it through cfg mods, it had a lot more polygons than HighSpec and ran a lot worse, not sure what else it did.

So WHY WONT CRYTEK LET US USE IT NOW??

ME WANS VERY HIGH!
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Lilit Ager
 
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Post » Fri Jun 03, 2011 3:55 am

It's pretty funny that a lot of people still think that Crysis 2 will look like the Multiplayer demo. I mean couldn't it be that Crytek downgraded the look of the Multiplayer mode just to make the game run smoother? Think about it.
In such a fast paced Multiplayer you need a stable number of frames so you can react whenever you need to (react really really fast. Modern Warfare players know what i'm talkin about). If the game lags like s*** than you'll die all the time. So what Crytek does is they let the multiplayer mode look **** but everybody is able to run the game smoothly. However, I think the Singleplayer will look phenomenal. I'm pretty sure it will (I pray for it :P)

They shouldnt be downgrading multiplayer if the game is made to scale with hardware. if you need more FPS in multiplayer then lower your settings. What about the people with good PCs who want to play at maximum graphics at 60 FPS rather than at 'toned down mplayer graphics' at 120 fps? It is so people who cant run it at the best settings during multiplayer dont feel butthurt? Because thats the only logical reason i see here.

In this day and age, reducing multiplayer graphics is pretty stupid, especially since multiplayer is supposed to create longevity for the game.

Could you imagine if bf3 did that? lol.
Well i just remember Splinter Cell used to do that. And because i still believe Crysis 2 will look awesome i can't believe that the demo was the best they showed us. Plus, with "downgrading" i mean reducing the texture quality of something like floor textures or something like that. I mean that is the reason why people keep biching around. Play the game you're not ought to **** the floor got it?

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Marilú
 
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Post » Fri Jun 03, 2011 1:17 am

Wow...then what the hell is VeryHighSpec in the CFG files??

Good is LowSpec
Very Good is MedSpec
Extreme is HighSpec
But there is clearly a VeryHighSpec there...why won't they let us use it? In the beta it was possible to enable it through cfg mods, it had a lot more polygons than HighSpec and ran a lot worse, not sure what else it did.

So WHY WONT CRYTEK LET US USE IT NOW??

ME WANS VERY HIGH!

Probably cant use it until dx11. Dx11 patch log -> "enables DX11 support and advanced features, very high graphics"
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Janine Rose
 
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Post » Thu Jun 02, 2011 8:40 pm

Someone try this:

Hey I know how to use cfg files to enable Very High Settings (they were there in the beta...try it).

In system.cfg, add this:

Code:
sys_spec=4

And then add a veryhighspec.cfg in the root folder for Crysis 2 (or whatever folder system.cfg is in)

And in this file add (probably won't make a huge difference because they're waiting for the DX11 patch to enable it), but try it anyway. raqed my frame rate in the beta.

Code:

;//Force Defined Resolution & Enable VSync//
r_width=1920
r_height=1080
r_VSync=0


;//Multi GPU & Multi Threading Settings//
r_MultiGPU=0 ; 0: Disable
             ; 1: Enable if 2 GPUs present (SLI/CF)
r_MultiThreaded=2 ; 0: Disable
                  ; 1: Force Enable
              ; 2: Auto


;//Force VeryHigh Spec (hardcoe)//
sys_spec_full=4
sys_spec_Quality=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
e_ObjQuality=4
q_quality=3
q_ShaderGeneral=3
q_ShaderMetal=3
q_ShaderGlass=3
q_ShaderVegetation=3
q_ShaderIce=3
q_ShaderTerrain=3
q_ShaderShadow=3
q_ShaderWater=3
q_ShaderFx=3
q_ShaderPostProcess=3
q_ShaderHDR=3
q_ShaderSky=3
q_Renderer=3


;//Anisotropic Level Settings//
r_TexMaxAnisotropy=8
r_AnisoMax=8
r_AnisoMin=8


;//Precache, Shader & Threading Tweaks//
sys_preload=1 ; Preload Game Resources
ds_PrecacheSounds=1
e_PrecacheLevel=1
e_PrepareDeformableObjectsAtLoadTime=1
r_ShadersAsyncCompiling=3 ; 0: off , 1: on, shaders compiled in parallel, missing shaders rendered in yellow
                                   ; 2: on, shaders compiled in parallel, missing shaders not rendered
                           ; 3: on, shaders compiled in parallel and precached
r_ShadersAsyncMaxThreads=4
r_ShadersUtikstanceLookUpTable=1
r_ShadersPreactivate=1
e_AutoPrecacheTexturesAndShaders=1
e_AutoPrecacheTerrainAndProcVeget=1
e_AutoPrecacheCgf=1 ; Auto precache CGF render meshes. 1: precache all mehes around camera,
                                                     ; 2: precache only important ones (2x faster)

                                       
;//Enable HW geometry instancing/Fur rendering/Motion Blur merged with DOF//
r_GeomInstancing=1
r_Fur=1
r_UseMergedPosts=3 ; 1: fastest mode (half res rendering)
                   ; 2: full res rendering mode
               ; 3: quality mode, hdr + fullres                                 
                                       
                                       
;//Animation Tweaks//
pl_pickAndThrow.delayPlayerAnimations=0
ac_animErrorClamp=0
ac_clampTimeAnimation=0
ac_clampTimeEntity=0
ag_forceInsideErrorDisc=0
ca_UseAnimationsCache=1
ca_AnimWarningLevel=0
ca_disable_thread=0


;//View Distance & Ragdoll Settings//
e_LodRatio=20
e_LodMin=0
e_LodMax=0
e_ViewDistRatio=150
e_ViewDistMin=70
g_corpseMinTime=70
g_corpseUnseenTime=10
g_corpseMinDistance=80


;//Texture & Streaming Settings//
e_TerrainTextureStreamingPoolItemsNum=64
e_VoxTerInGameTextureStreaming=1
g_hitDeathReactions_streaming=2
r_TexturesStreaming=0
r_TexturesStreamingMaxRequestedJobs=512
r_TexturesStreamingMaxRequestedMB=8
r_TexturesStreamingResidencyEnabled=1
r_TexturesStreamingResidencyThrottle=1
r_TextureLodDistanceRatio=0
s_FileAccess=0
sys_budget_streamingthroughput=65536
sys_budget_numdrawcalls=9000
sys_budget_soundchannels=64
sys_budget_sysmem=4096
sys_budget_videomem=896
sys_enable_budgetmonitoring=0


;//ShadowGen & Physics Settings//
e_ShadowsResScale=3.9 ; Default (2.5), increasing improves shadow clarity casted by some objects
;NOTE: Setting e_ShadowsResScale any higher will cause a lockup on the Hive map!
e_ShadowsSlopeBias=0 ; Default (4), ShadowGen slope bias.
                     ; When set to 0, all casted shadows are rendered properly *Removes shadow artifacting*
e_ShadowsOnWater=1
g_breakage_particles_limit=200
e_ObjectLayersActivationPhysics=1 ; Allow creation of free physics for objects


;//Color Correction preset for Global Illumination//
r_HDRTexFormat=1 ; 0:low precision/faster
                 ; 1:high precision
r_HDRForceUpdateTextures=1
r_HDRBrightLevel=0.65
r_HDRBrightOffset=15
r_HDRBrightThreshold=1
r_HDRLevel=5
r_HDROffset=8
r_EyeAdaptationBase=0.18
r_EyeAdaptationFactor=0.75
r_EyeAdaptationSpeed=1


;//Global Illumination preset for Color Correction//
e_giamount=0.45
e_giblendratio=0
e_gicache=30
e_gicascadesratio=4
e_giglossyreflections=1
e_giiterations=20
e_gimaxdistance=850
e_ginumcascades=5
e_gioffset=0
e_girsmsize=64
e_gisecondaryocclusion=1


;//Depth of Field Settings//
r_DepthOfField=2 ; 1: SimpleDOF, 2: HDR TOD-DOF
r_DepthOfFieldBokeh=1 ; 0: Isotropic
                      ; 1: Spherical
r_DepthOfFieldBokehQuality=1 ; 0: 32 samples
                             ; 1: 64 samples
r_DepthOfFieldStencilPrepass=1 ; Enables DOF stencil prepass


;//Reflection Quality & Caustics Settings//
r_WaterReflectionsQuality=3 ; 0: terrain only
                            ; 1: terrain + particles
                     ; 2: terrain + particles + bushes
                            ; 3: everything
r_ReflectionsQuality=3 ; 0: terrain only
                  ; 1: terrain + particles
                  ; 2: terrain + particles + bushes
                  ; 3: everything
r_WaterCausticsDeferred=2 ; 0: off
                          ; 1: enable
                    ; 2: enable with stencil pre-pass
r_WaterCausticsDistance=200


;//Decal Settings//
ca_UseDecals=1 ; 1: Enable Character Decals
               ; 2: alternative method of calculating decals
****=0 ; 1: Enable smart hit cache for bullet hits (some decals may not show)
e_DecalsOverlapping=1
e_DecalsLifeTimeScale=350
e_DecalsNeighborMaxLifeTime=350 ; new decals force old decals to fade in ? seconds
e_DecalsRange=150
e_DecalsForceDeferred=1
r_DeferredDecals=3


;//Audio Settings//
s_SpeakerConfig=2
s_FormatType=3
s_PrecacheData=http://www.mycrysis.com/forums/1
s_MusicStreaming=2


;//Misc//
e_VegetationBending=2 ; Enables moving trees

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Lil Miss
 
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