How does this look? post 1.2 config IMPROVED TEXTURES

Post » Wed Mar 30, 2011 8:13 pm

http://img833.imageshack.us/f/crysis22011040720373399.jpg/

Been playing with my autoexec.cfg after the 1.2 update

They appear to have opened a load more cvars up.

r_usepom=0 appears to sharpen textures with AF now? or maybe I just need my eyes tested :)

Here's my config if you wanna try for yourself (I get a solid 60fps with GTX470 (OC'd) in SLI @1920x1200)

NO LOD's!!! and very nice looking soft shadows

http://www.mediafire.com/?vor44ofo193wto5

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Queen of Spades
 
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Post » Thu Mar 31, 2011 7:45 am

http://img30.imageshack.us/i/crysis22011040800283222.jpg/
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JUDY FIGHTS
 
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Post » Thu Mar 31, 2011 2:12 am

http://img39.imageshack.us/i/crysis22011040800372708.jpg/
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Tasha Clifford
 
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Post » Wed Mar 30, 2011 9:46 pm

Interesting config, but pointless compressed nearfield screen shots that reveal virtually nothing...

=O/
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Je suis
 
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Post » Thu Mar 31, 2011 4:23 am

http://img291.imageshack.us/i/crysis22011040801133245.jpg/

Disabling the pom simply helps with the AF. If I recall... Crysis 1 had trouble with pom and AF? it works for me, textures look a little sharper. Hopefully we get decent hi-res textures at some point :)
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Tiffany Carter
 
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Post » Thu Mar 31, 2011 6:56 am

Seems like something is up with the anti aliasing in this config... getting a lot of jaggies, otherwise it looks great.

any suggestions with the jaggies?
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Bitter End
 
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Post » Wed Mar 30, 2011 10:38 pm

http://img291.imageshack.us/i/crysis22011040801133245.jpg/

Disabling the pom simply helps with the AF. If I recall... Crysis 1 had trouble with pom and AF? it works for me, textures look a little sharper. Hopefully we get decent hi-res textures at some point :)

There is no POM in Crysis 2...
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Inol Wakhid
 
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Post » Wed Mar 30, 2011 9:44 pm

there is pom in cryengine3
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Hairul Hafis
 
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Post » Wed Mar 30, 2011 9:27 pm

As far as I understand it, there's POM in Crysis 2 / CryEngine 3.

Parameter is named r_usepom = n, where n can either be 0 (off) or 1 (on).

But for some reason, r_usepom enabled seems to blur out all the textures.
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Chris Guerin
 
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Post » Wed Mar 30, 2011 11:20 pm

Screens look nice! How many of these variables are different than the extreme setting the game came with? Do they all increase eye candy? I'm not at my PC to try em out.
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Flesh Tunnel
 
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Post » Wed Mar 30, 2011 8:39 pm

I've increased the values of many variables (way past extreme) my rig can handle it (both cards are running at 95%) but if you find it a little too much you can scale back the settings. I've increased the lod ratio to help reduce pop in as e_lods=0 doesn't work (a better option would be to use e_lods=0 when / if that becomes available to the autoexec.cfg though)

Sun beams, texture res, lods have all been increased. Change the settings until you find your sweet spot.

I'm glad you like the screens, I think they look amazing.

Looking forward to the DX11 patch :D
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Jordan Moreno
 
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Post » Thu Mar 31, 2011 7:35 am

Seems like something is up with the anti aliasing in this config... getting a lot of jaggies, otherwise it looks great.

any suggestions with the jaggies?

I haven't been able to remove jaggies at all.... even with the default graphics options :(

You could try changing the r_PostMSAA and r_useEdgeAA ?

If anyone knows how to improve the jaggies please let us know.
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Pants
 
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Post » Thu Mar 31, 2011 8:44 am

I've increased the values of many variables (way past extreme) my rig can handle it (both cards are running at 95%) but if you find it a little too much you can scale back the settings. I've increased the lod ratio to help reduce pop in as e_lods=0 doesn't work (a better option would be to use e_lods=0 when / if that becomes available to the autoexec.cfg though)

Sun beams, texture res, lods have all been increased. Change the settings until you find your sweet spot.

I'm glad you like the screens, I think they look amazing.

Looking forward to the DX11 patch :D

Well I'm at my PC now and had a chance to test out your config and it's very nice indeed. I turned off vsync and increased maxfps and compared it to the normal extreme setting. I was getting 130 before and now getting 90 in same spot with much increased detail. I have 2 gtx480s oc'ed 810/2000. I also changed texture filter in the nvidia control panel cry2 profile to high quality and the r_PostMSAA to 8 instead of 4. keep up the good work! I want MORE!
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Angelina Mayo
 
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Post » Thu Mar 31, 2011 1:38 am

There are "Prisoners of Mother England" in this game?

Cool stuff none the less.
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Ellie English
 
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Post » Wed Mar 30, 2011 8:13 pm

http://cell-systems.net/cfg-maker/client-cfg-maker/create-crysis2”-autoexec-cfg/
Knock yourselves out.
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jeremey wisor
 
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Post » Wed Mar 30, 2011 6:00 pm

How exactly does this improve textures?
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Carolyne Bolt
 
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Post » Thu Mar 31, 2011 4:55 am

http://cell-systems.net/cfg-maker/client-cfg-maker/create-crysis2”-autoexec-cfg/
Knock yourselves out.

I used this tool and used the highest settings 4/5 (left all the 'open' settings alone) and it causes flickering in sli. I'm going thru each setting now and looking for the culprit. If you know a fix reply asap. I've tried removing all the post processing cvars and adding r_multigpu = 1 to no avail.

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Arrogant SId
 
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Post » Wed Mar 30, 2011 9:10 pm

How exactly does this improve textures?

There's a blur filter on all textures in Crysis 2. Turning off r_postmsaa and r_useedgeaa and maxing out AF improves the sharpness of the texture without some stupid blur filter over it.

To see what I mean, stay in the default config, walk up to a wall, and activate Armor mode. In the one second that it takes to transition into armor mode, notice how the textures sharpen for about half a second before going back to bluriness. That's r_postmsaa and r_useedgeaa at work. Disabling both causes all textures to be permanently sharpened.

The only bug I've seen so far with this is that during certain cutscenes the screen will go completely black due to the lack of blur filter parameters needed for those cutscenes.
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Dewayne Quattlebaum
 
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Post » Wed Mar 30, 2011 9:21 pm

audiodistortion post your latest settings please.
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Hannah Barnard
 
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Post » Thu Mar 31, 2011 6:59 am

i would like to see before and after shots.
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Kayla Bee
 
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Post » Thu Mar 31, 2011 2:40 am

can you please post the autoexec.
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Rebecca Clare Smith
 
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Post » Thu Mar 31, 2011 2:36 am

How exactly does this improve textures?

There's a blur filter on all textures in Crysis 2. Turning off r_postmsaa and r_useedgeaa and maxing out AF improves the sharpness of the texture without some stupid blur filter over it.

To see what I mean, stay in the default config, walk up to a wall, and activate Armor mode. In the one second that it takes to transition into armor mode, notice how the textures sharpen for about half a second before going back to bluriness. That's r_postmsaa and r_useedgeaa at work. Disabling both causes all textures to be permanently sharpened.

The only bug I've seen so far with this is that during certain cutscenes the screen will go completely black due to the lack of blur filter parameters needed for those cutscenes.
http://forums.steampowered.com/forums/showpost.php?p=21490905&postcount=454
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neen
 
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Post » Thu Mar 31, 2011 12:02 am

; Made by Cell-Systems.net

; version 0.24 - fix
;Volumetric Effects not saving into the output - fixed

; version 0.23 - fix
;Maximum Shadow Texture Resolution (black bar following player) - fixed
;option value="http://www.mycrysis.com/forums/2048"2048 - [4][5] - spec [5] added
;option value="http://www.mycrysis.com/forums/4096>4096 - [5] - delted

; version 0.22 - fix
;Explosions Radial Blur Effect - off fixed
; version 0.21 - fix
;Shadow Jitter - option value="http://www.mycrysis.com/forums/4" - [5] fixed
;r_TexAtlasSize - option value="http://www.mycrysis.com/forums/4096" - [5] fixed

; version 0.2 - update
; updated all cvars to [1] as default !
; updated most all cvar settings
; [0] custom "Low Spec" config values
; [1] default "High" Crysis 2
; [2] default "Very High" Crysis 2
; [3] default "Extreme" Crysis 2
; [4] custom "Extreme" spec config values
; [5] Exclusive "Insane" spec config values

; version 0.15 - fix
; updated most cvar descriptions and settings

; version 0.1 - initial release

r_DisplayInfo 1

; 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_physics_CPU 3



; 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 = 0
mfx_Timeout = 0.01

; Extra Game Effects Settings
g_SkipIntro = 1
g_radialBlur = 1
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 = 1
e_ProcVegetation = 1
e_DecalsAllowGameDecals = 1
e_DecalsLifeTimeScale = 4
e_DecalsOverlapping = 1
e_LodRatio = 4
e_LodMin = 0
e_ViewDistRatioDetail = 200
e_ViewDistRatioVegetation = 200
e_VegetationMinSize = 0.5
e_ViewDistRatio = 200
e_ViewDistRatioCustom = 200
e_ViewDistRatioLights = 200
e_ViewDistMin = 10
e_MaxViewDistSpecLerp = 0.5
sys_flash_curve_tess_error = 4
e_VegetationSpritesDistanceCustomRatioMin = 0.6
e_VegetationSpritesDistanceRatio = 1
es_DebrisLifetimeScale = 0.6
e_OcclusionCullingViewDistRatio = 1
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 = 0.35
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 = 5
p_num_bodies_large_group = 200
p_gravity_z = -13
p_joint_damage_accum = 2
p_joint_damage_accum_threshold = 0.2
p_num_threads = 2

; sys_spec PostProcessing Settings
r_MotionBlur = 2
r_sunshafts = 1
r_UseEdgeAA = 3
r_colorgrading = 2
r_GlowAnamorphicFlares = 1
r_RainMaxViewDist_Deferred = 200
r_MotionBlurMaxViewDist = 256
r_PostMSAA = 0
r_PostMSAAEdgeFilterNV = 1
r_PostProcessHUD3DCache = 0
r_MotionBlurShutterSpeed = 0.0075
r_HDRBloomMul = 0.7
r_UsePOM 1
r_TexturesStreaming 0

; sys_spec Shading Settings
sys_spec_Quality = 4
e_SkyUpdateRate = 0.5
r_DetailNumLayers = 1
r_DetailDistance = 4
r_HDRRendering = 2
r_SSAO = 4
r_SSAOQuality = 3
r_SSAODownscale = 1
r_refraction = 0
sys_flash_edgeaa = 0
e_VegetationUseTerrainColor = 1
e_TerrainAo = 1
e_TerrainNormalMap = 0
e_DynamicLightsMaxEntityLights = 32
r_UsePom = 1
r_EnvTexUpdateInterval = 0.075
r_TexturesFilteringQuality = 1
e_GINumCascades = 1
r_HDRBlueShift = 1.0
r_HDRBrightLevel = 0.85
r_HDRBrightOffset = 5
r_HDRBrightThreshold = 6
r_HDRLevel = 6
r_HDROffset = 10
r_EyeAdaptationBase = 0.1
r_EyeAdaptationFactor = 0.85
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 = 1
e_ShadowsResScale = 5.4

; sys_spec Sounds Settings
s_MPEGDecoders = 24
s_Obstruction = 2
s_ObstructionAccuracy = 1
s_ObstructionUpdate = 0.5
s_SoundMoodsDSP = 0
s_VariationLimiter = 0.6
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 Volumetric Effects Settings
r_Beams = 1
r_BeamsDistFactor = 0.01
r_BeamsMaxSlices = 300
e_Clouds = 1

; sys_spec Water Settings
r_WaterUpdateFactor = 0.0
e_WaterTesselationAmount = 30
e_WaterTesselationSwathWidth = 10
r_WaterUpdateDistance = 0.0
e_WaterOceanFFT = 1
q_ShaderWater = 4
r_WaterReflectionsMinVisiblePixelsUpdate = 0.010

; Extra Render settings
sys_MaxFPS = 200
sys_physics_CPU = 0
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 = 1
r_displayInfo = 0
r_BeamsSoftClip = 1
r_EnableAltTab = 0
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 = 0.0
r_ShadersUtikstanceLookUpTable = 1
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Joey Bel
 
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Post » Wed Mar 30, 2011 8:32 pm

SLI flicker was removed after I reinstalled evga sli enhancement and updated the autoexec.

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Alycia Leann grace
 
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Post » Thu Mar 31, 2011 1:58 am

Here are my latest autoexec.cfg cvars

It plays REALLY nice now (basically upped the GI, LODS and toned down the bloom a little)

I was also having some trouble with flickering in SLI... if you have this in your config: r_PostMSAAEdgeFilterNV = 1 change it to r_PostMSAAEdgeFilterNV = 0 (solved my problem) although it did work before 1.2?


con_restricted=0
sys_spec_full=4
sys_spec=4
cl_fov=80
r_DrawNearFoV=80
pl_movement.power_sprint_targetFov=80
sys_MaxFPS=60
r_vsync=1
r_width=1920
r_height=1200
g_skipIntro=1
d3d9_TripleBuffering=1

q_Renderer = 4
q_ShaderFX = 4
q_ShaderGeneral = 4
q_ShaderGlass = 4
q_ShaderHDR = 4
q_ShaderIce = 4
q_ShaderMetal = 4
q_ShaderPostProcess = 4
q_ShaderShadow = 4
q_ShaderSky = 4
q_ShaderTerrain = 4
q_ShaderVegetation = 4
q_ShaderWater = 4

r_MotionBlur=2
r_sunshafts=1
r_colorgrading=2
r_GlowAnamorphicFlares = 1
r_RainMaxViewDist_Deferred=360
r_MotionBlurMaxViewDist = 360
r_PostMSAAMode=4
r_PostMSAA = 32
r_MotionBlurShutterSpeed = 0.001
r_HDRBloomMul = 0.65
r_ColorBits=32
r_UseEdgeAA=4

e_ObjQuality=4
e_ProcVegetation=1
e_DecalsAllowGameDecals=1
e_DecalsLifeTimeScale=2
e_DecalsOverlapping=1
e_LodRatio=720
e_ViewDistRatioDetail=720
e_ViewDistRatioVegetation=720
e_VegetationMinSize=0
e_ViewDistRatio=720
e_ViewDistRatioCustom=720
e_ViewDistRatioLights=720
e_ViewDistMin=10
e_MaxViewDistSpecLerp=1
sys_flash_curve_tess_error=2
e_VegetationSpritesDistanceCustomRatioMin=1
e_VegetationSpritesDistanceRatio=1.5
es_DebrisLifetimeScale=1
e_OcclusionCullingViewDistRatio = 1
e_Dissolve=2
ca_AttachmentCullingRation=360
e_TerrainOcclusionCullingMaxDist=360
e_streamCgf=0

e_DynamicLightsMaxEntityLights=1024

ca_cloth_air_resistance=1

e_ParticlesQuality = 4
e_ParticlesMaxScreenFill = 1024
e_ParticlesMinDrawPixels = 1
e_ParticlesObjectCollisions = 2
e_ParticlesPoolSize = 32768
e_ParticlesEmitterPoolSize = 16384
r_UseParticlesHalfRes = 0
e_ParticlesForceAnimBlend = 1
e_ParticlesForceGI = 1

e_CullVegActivation=720
g_tree_cut_reuse_dist=0
p_max_MC_iters=12000
es_MaxPhysDist=360
es_MaxPhysDistInvisible=35
e_PhysOceanCell=0.2
e_FoliageWindActivationDist=720
g_breakage_particles_limit=640
p_max_object_splashes=12
p_splash_dist0=7
p_splash_dist1=30
p_splash_force0=10
p_splash_force1=100
p_splash_vel0=4.5
p_splash_vel1=10
v_vehicle_quality=4
p_max_substeps_large_group=5
p_num_bodies_large_group=100
p_gravity_z = -13
p_joint_damage_accum=2
p_joint_damage_accum_threshold=0.2
p_num_threads=2
e_OnDemandPhysics = 1

sys_spec_Quality=4
r_DetailNumLayers=2
r_DetailDistance=40
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
r_EnvTexUpdateInterval=0.01
r_TexturesFilteringQuality=0
e_GINumCascades = 1
r_HDRBlueShift=1.0
r_HDRBrightLevel=0.85
r_HDRBrightOffset=5
r_HDRBrightThreshold=6
r_HDROffset=10
r_EyeAdaptationBase=0.1
r_EyeAdaptationFactor=0.85
e_GI = 1
e_GIMaxDistance=50
e_GIAmount = 0.8

r_HDRLevel=8

e_Shadows = 1
r_ShadowBlur=3
e_ShadowsMaxTexRes=2048
r_ShadowJittering=2.5
e_GsmLodsNum=5
e_GsmRange=3
e_ShadowsCastViewDistRatio=1
e_GsmCache = 0
e_ShadowsResScale = 3.4

s_HDR=1
s_FormatSampleRate=48000
s_MPEGDecoders=64
s_Obstruction=3
s_ObstructionAccuracy=3
s_ObstructionUpdate=0.1
s_SoundMoodsDSP=1
s_VariationLimiter=1.0
s_ReverbType=3

r_TexSkyResolution=0
r_ImposterRatio=1
r_EnvCMResolution=2
r_EnvTexResolution=3
r_DynTexMaxSize=360
r_TexAtlasSize=8192
r_DynTexAtlasCloudsMaxSize=2048
r_DynTexAtlasSpritesMaxSize=2048
r_VegetationSpritesTexRes=4096
r_TexMinAnisotropy=16
r_TexMaxAnisotropy=16

r_Beams=1
r_BeamsDistFactor=0.0001
r_BeamsMaxSlices=2400
r_BeamsSoftClip=1
e_Clouds=1
r_WaterUpdateFactor=0.01
e_WaterTesselationAmount=40
e_WaterTesselationSwathWidth=10
r_WaterUpdateDistance=0.1
e_WaterOceanFFT=1
q_ShaderWater=4
r_WaterReflectionsMinVisiblePixelsUpdate = 0.01

r_TextureLodDistanceRatio=720
r_DeferredShadingLightLodRatio=360
r_ShadersDX11=1
r_UsePom=0
r_UseMergedPosts=3
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Sarah Knight
 
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