My personal config [autoexec.cfg] what should i add

Post » Thu Nov 11, 2010 6:10 pm

So this is my .cfg

sys_spec_objectdetail=4
sys_spec_particles=4
sys_spec_postprocessing=4
sys_spec_physics=4
sys_spec_shadows=4
sys_spec_texture=4
sys_spec_water=4
sys_spec_gameeffects=4
sys_spec_shading=4
sys_spec_VolumetricEffects=4
r_motionblur=0
g_radialBlur=1
r_MotionBlurShutterSpeed=0
r_MultiThreaded=1
cl_fov=75
pl_movement.power_sprint_targetFov=75
sys_physics_CPU=5
gpu_Particle_Physics=1
r_displayInfo = 1
g_skipintro=1
i_mouse_smooth=0

What should i add, to improve quality per. performance level ? The best balance between good performance and maximum quality.
User avatar
lolly13
 
Posts: 3349
Joined: Tue Jul 25, 2006 11:36 am

Post » Thu Nov 11, 2010 9:47 pm

http://cell-systems.net/cfg-maker/client-cfg-maker/create-crysis2%E2%80%9D-autoexec-cfg/

That has a very large amount of configuration options, might wanna take a look at that if you're wanting to experiment.
User avatar
ANaIs GRelot
 
Posts: 3401
Joined: Tue Dec 12, 2006 6:19 pm

Post » Thu Nov 11, 2010 11:25 pm

; crysis 2 HD - autoexec

::V 0.03::
;custom autoexec.cfg
;[*]commented non supported cvars
;[*]improved detail render distance
;[*]improved environment texture update interval
;[*]improved maximum onscreen particles and emiters
;[*]Detail View Distance Ratio decreased
;[*]Decreased HDR grain ammount
;[*]Rain/deffered max viewing distance improved
;[*]reduced ammount of beam slices to 225
;[*]HDR range adaptation max adaptation increased
;[*]decreased maximum dynamic-lights (was eating to much fps)
;[*]disabled vegetation terrain-color blending (free 1 fps, and looks crispier)
;[*]decreased physics distance, but increased viewable distance
;[*]updated "viewing distances" to far was eating to much fps
;[*]enabled "HW occlusion test for objects"
;[*]updated "size of LOD 0 GSM area" (increased)
;[*]enabled "cast shadows from terrain"
;[*]updated "maximum distance of global illumination"
;[*]improved lod distance on objects
;[*]corpse distances improved and they stay on the field longer
;[*]"Sprint speed scale when not using a nanosuit" updated (a bit faster)
;[*]"time between hits to start regeneration" decreased, improve regen time
;[*]player regeneration rate goes a bit faster now
;[*]increased the "fade to death" (black fade after dead) time
;[*]player cover edge detection updated (should enhance the cover system)
;[*]player Inertia updated
;[*]"General speed scale when not using a nanosuit" updated (faster)
;[*]"Fov while sprinting in power mode" updated (70)
;[*]deleted unused cvars



;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Crysis 2 HD - System 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_PakPriority = 0
;;
;;
sys_MaxFPS = 60
sys_physics_CPU = 3
sys_EarlyMovieUpdate = 1
;;
r_ShadersRemoteCompiler = 0
r_ShaderCompilerServer =
r_displayInfo = 1
r_Driver = "DX11"
r_driver = dx11
r_BeamsSoftClip = 0
r_EnableAltTab = 0
r_TexMaxAnisotropy = 16
;r_DepthOfFieldBokehQuality = 1
r_ColorBits = 32
r_CoronaFade = 0.25
;r_CustomVisions = 1
;e_LodsForceUse = 0
g_SkipIntro = 1
r_DrawNearFoV = 75
e_WaterOcean = 1
gpu_Particle_Physics = 1
p_Players_Can_Break = 1
;r_Scratches = 3
r_UseMergedPosts = 3
g_radialBlur = 1
;e_GIRSMSize = 512
;e_GISecondaryOcclusion = 1
e_GsmCastFromTerrain = 1
;e_GsmScatterLodDist = 140
e_HwOcclusionCullingObjects = 1
;e_HwOcclusionCullingWater = 1
;r_HDRTexFormat = 1
r_HDRRangeAdaptMax = 1.01
r_HDRRangeAdaptMaxRange = 8
;r_MotionBlurHDR = 1
;e_OcclusionVolumes = 1
;e_OcclusionVolumesViewDistRatio = 0.1
;g_infiniteAmmo = 1
;g_infiniteSuitEnergy = 1
g_logSuitEnergyNetworking = 1
g_nanoSuitEnableSuitShapeDeformation = 1
r_HDRGrainAmount = 0.15
;e_DeformableObjects = 1
;e_PrepareDeformableObjectsAtLoadTime = 1
;e_TerrainDeformations = 1
e_TerrainDetailMaterials = 1
;r_Character_NoDeform = 0
g_no_breaking_by_objects = 0
g_procedural_breaking = 1
pl_impulseEnabled = 1
g_no_secondary_breaking = 0
;r_Rain = 2
;r_RainDropsEffect = 2
;r_RainIgnoreNearest = 0
r_RainMaxViewDist = 200
;r_Reflections = 1
;r_ReflectionsQuality = 3
;r_RefractionPartialResolves = 0

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Crysis 2 HD - player / suit movement ;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
pl_health.normal_threshold_time_to_regenerateSP = 3
pl_health.normal_regeneration_rateSP = 300
pl_freeFallDeath_fadeTimer = 1
pl_cover_and_lean.num_detection_rays = 20
pl_movement.crouch_SpeedScaleWithoutNanosuit = 1
pl_movement.nonCombat_heavy_weapon_crouch_speed_scale = 1
pl_movement.nonCombat_heavy_weapon_speed_scale = 0.85
pl_movement.nonCombat_heavy_weapon_sprint_scale = 1.35
pl_movement.nonCombat_heavy_weapon_strafe_speed_scale = 0.95
pl_movement.power_sprint_targetFov = 70
pl_movement.speedScaleWithoutNanosuit = 1.3
;pl_movement.sprint_mpNoSuit_breatheSoundFreqSecs = 1
;pl_movement.sprint_mpNoSuit_breatheSoundStaminaThresh = 0.6
;pl_movement.sprint_mpNoSuit_dbgWatch = 0
;pl_movement.sprint_mpNoSuit_staminaDepleteRatePerSec =
;pl_movement.sprint_mpNoSuit_staminaRegenDelayExtremeSecs =
;pl_movement.sprint_mpNoSuit_staminaRegenDelaySecs =
;pl_movement.sprint_mpNoSuit_staminaRegenRatePerSec =
pl_movement.sprint_SpeedScaleWithoutNanosuit = 1.9
pl_movement.sprint_timeInAirToStopSprinting = 0.35
pl_movement.strafe_SpeedScaleWithoutNanosuit = 0.95
;
pl_nano_vision.max_distance_visible = 100
pl_clientInertia = 55


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Crysis 2 HD - game effects ;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
g_battleDust_enable = 1
g_corpseMinDistance = 80
g_corpseMinTime = 30
g_corpseUnseenTime = 4
i_lighteffects = 1
mfx_Timeout = 0.01


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Crysis 2 HD - objectdetail ;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
ca_AttachmentCullingRation = 600
;ca_DrawFaceAttachments = 1
e_DecalsAllowGameDecals = 1
e_DecalsLifeTimeScale = 4
e_Dissolve = 2
e_LodMin = 0
e_LodRatio = 40
;e_Lods = 0
e_MaxViewDistSpecLerp = 2
e_ObjQuality = 4
e_OcclusionCullingViewDistRatio = 2
e_ProcVegetation = 1
;e_TerrainDetailMaterialsViewDistXY = 4096
;e_TerrainDetailMaterialsViewDistZ = 256
e_TerrainOcclusionCullingMaxDist = 200
;e_VegetationBending = 1
e_VegetationMinSize = 0
e_VegetationSpritesDistanceCustomRatioMin = 2
e_VegetationSpritesDistanceRatio = 3
e_ViewDistMin = 20
e_ViewDistRatio = 200
e_ViewDistRatioCustom = 200
e_ViewDistRatioDetail = 150
e_ViewDistRatioLights = 100
e_ViewDistRatioVegetation = 200
e_streamCgf = 0
es_DebrisLifetimeScale = 2
sys_flash_curve_tess_error = 2


;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Crysis 2 HD - particles ;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;
e_ParticlesEmitterPoolSize = 8192
e_ParticlesMaxScreenFill = 256
e_ParticlesMinDrawPixels = 0.5
e_ParticlesObjectCollisions = 2
e_ParticlesPoolSize = 16384
e_ParticlesQuality = 4
;r_UseSoftParticles = 1


;;;;;;;;;;;;;;;;;;;;;;;;;;
; Crysis 2 HD - physics ;
;;;;;;;;;;;;;;;;;;;;;;;;;;
e_CullVegActivation = 100
e_FoliageWindActivationDist = 50
;e_PhysFoliage = 2
e_PhysOceanCell = 0.25
es_MaxPhysDist = 200
es_MaxPhysDistInvisible = 100
g_breakage_particles_limit = 320
g_joint_breaking = 1
g_tree_cut_reuse_dist = 0
p_gravity_z = -13
p_joint_damage_accum = 2
p_joint_damage_accum_threshold = 0.4
p_max_MC_iters = 12000
p_max_object_splashes = 6
p_max_substeps_large_group = 10
p_num_bodies_large_group = 200
p_splash_dist0 = 14
p_splash_dist1 = 60
p_splash_force0 = 20
p_splash_force1 = 200
p_splash_vel0 = 9
p_splash_vel1 = 20
v_vehicle_quality = 4


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Crysis 2 HD - postprocessing ;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;r_Coronas = 1
;r_DepthOfField = 2
;r_Flares = 1
r_GlowAnamorphicFlares = 1
r_MotionBlur = 2
r_RainMaxViewDist_Deferred = 200
r_UseEdgeAA = 3
r_colorgrading = 2
r_sunshafts = 1


;;;;;;;;;;;;;;;;;;;;;;;;;
; Crysis 2 HD - quality ;
;;;;;;;;;;;;;;;;;;;;;;;;;
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


;;;;;;;;;;;;;;;;;;;;;;;;;
; Crysis 2 HD - shading ;
;;;;;;;;;;;;;;;;;;;;;;;;;
e_DynamicLightsMaxEntityLights = 24
e_GI = 1
e_GIMaxDistance = 50
e_GINumCascades = 1
;e_ParticlesLights = 1
;e_SkyType = 1
e_SkyUpdateRate = 1
e_TerrainAo = 1
e_TerrainNormalMap = 1
;; one FPS free
e_VegetationUseTerrainColor = 0
r_DetailDistance = 64
r_DetailNumLayers = 2
;r_DetailTextures = 1
r_EnvTexUpdateInterval = 0.025
r_EyeAdaptationBase = 0.2
r_EyeAdaptationFactor = 1
r_HDRBlueShift = 1
r_HDRBrightLevel = 0.55
r_HDRBrightOffset = 4.25
r_HDRBrightThreshold = 8
;r_HDRFlaresCache = 0
r_HDRLevel = 5
r_HDROffset = 15
r_HDRRendering = 2
r_SSAODownscale = 0
r_SSAOQuality = 3
r_TexturesFilteringQuality = 0
r_UsePom = 1
r_refraction = 1
sys_flash_edgeaa = 1
sys_spec_Quality = 4

;;;;;;;;;;;;;;;;;;;;;;;;;
; Crysis 2 HD - shadows ;
;;;;;;;;;;;;;;;;;;;;;;;;;
e_GsmCache = 0
e_GsmLodsNum = 5
e_GsmRange = 32
e_Shadows = 1
e_ShadowsCastViewDistRatio = 1.6
e_ShadowsMaxTexRes = 2048
e_ShadowsOnAlphaBlend = 1
r_ShadowBlur = 3
r_ShadowJittering = 3
;r_ShadowsMaskResolution = 0



;;;;;;;;;;;;;;;;;;;;;;;
; Crysis 2 HD - sound ;
;;;;;;;;;;;;;;;;;;;;;;;
s_MPEGDecoders = 32
s_Obstruction = 1
s_ObstructionAccuracy = 1
s_ObstructionUpdate = 0.01
s_ReverbType = 3
s_SoundMoodsDSP = 1
s_VariationLimiter = 1.1


;;;;;;;;;;;;;;;;;;;;;;;;;;
; Crysis 2 HD - texture ;
;;;;;;;;;;;;;;;;;;;;;;;;;;
r_DynTexAtlasCloudsMaxSize = 64
r_DynTexAtlasSpritesMaxSize = 64
r_DynTexMaxSize = 160
r_EnvCMResolution = 2
r_EnvTexResolution = 3
r_ImposterRatio = 0.5
r_TexAtlasSize = 4096
;r_TexBumpResolution = 0
;r_TexResolution = 0
r_TexSkyResolution = 0
;r_TexturesStreaming = 0
r_VegetationSpritesTexRes = 128


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Crysis 2 HD - volumetriceffects ;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
e_Clouds = 1
r_Beams = 1
r_BeamsDistFactor = 0.001
r_BeamsMaxSlices = 225
;r_CloudsUpdateAlways = 1


;;;;;;;;;;;;;;;;;;;;;;;
; Crysis 2 HD - water ;
;;;;;;;;;;;;;;;;;;;;;;;
e_WaterOceanFFT = 1
e_WaterTesselationAmount = 20
e_WaterTesselationSwathWidth = 20
q_ShaderWater = 4
;r_WaterReflections = 1
r_WaterReflectionsMinVisiblePixelsUpdate = 0.025
;r_WaterReflectionsQuality = 4
r_WaterUpdateDistance = 0.01
r_WaterUpdateFactor = 0.025


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Crysis 2 HD - Console settings ;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
con_Restricted = 0


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Crysis 2 HD - screenshots ;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;e_ScreenShot = 1
e_ScreenShotWidth = 1680
e_ScreenShotHeight =1050
e_ScreenShotQuality = 100
e_ScreenShotFileFormat = JPG


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Crysis 2 HD - Log settings ;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
log_IncludeTime = 1
log_verbosity = 0

;g_loadMod = crysis2hd
;g_loadMod = "crysis2hd"

User avatar
Charlie Sarson
 
Posts: 3445
Joined: Thu May 17, 2007 12:38 pm

Post » Thu Nov 11, 2010 4:18 pm

i didnt make it myself i got it off the interweb :)
User avatar
cheryl wright
 
Posts: 3382
Joined: Sat Nov 25, 2006 4:43 am

Post » Thu Nov 11, 2010 6:39 pm

Ok can anyone give me some vital .cfg tweaks that really take a effect in quality, that my eye can see it in the actual game? Not just some bunch of .cfg tweaks, most of them useless. And can anyone tell me what lines to put in the .cfg file to really improve performance in the game with less impact on quality. I disabled motion blur for now. Are any codes that improve performance?
User avatar
Scott
 
Posts: 3385
Joined: Fri Nov 30, 2007 2:59 am


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