Crytek probably won't let use use VeryHighSpec settings until the DX11 patch is out, but I want to see what other changes it brings, besides DX11 when released. hardcoe/Extreme is only HighSpec, while numerous refernces to VeryHighSpec settings have been found in beta cfg files.
Post frame rates and a comparison screenshot afterward.
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.
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//
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
EDIT:
It might not work unless you replace you shaders in
C:\Users\YourName\Saved Games\Crysis2
with the attached pack, but try it first without the shader replacement.
http://fileape.com/index.php?act=downlo ... NguFAmZJii
;//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//
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
EDIT:
It might not work unless you replace you shaders in
C:\Users\YourName\Saved Games\Crysis2
with the attached pack, but try it first without the shader replacement.
http://fileape.com/index.php?act=downlo ... NguFAmZJii
-
Tamara Primo - Posts: 3483
- Joined: Fri Jul 28, 2006 7:15 am
but WHO HAS THE GAME NOW?!?!?
-
Phillip Brunyee - Posts: 3510
- Joined: Tue Jul 31, 2007 7:43 pm
that looks pretty cool
but WHO HAS THE GAME NOW?!?!?
Willertz and some other guy.
but WHO HAS THE GAME NOW?!?!?
Willertz and some other guy.
-
WTW - Posts: 3313
- Joined: Wed May 30, 2007 7:48 pm
that looks pretty cool
but WHO HAS THE GAME NOW?!?!?
open your eyes and start reading some threads.
but WHO HAS THE GAME NOW?!?!?
open your eyes and start reading some threads.
-
Penny Courture - Posts: 3438
- Joined: Sat Dec 23, 2006 11:59 pm
Seems Crazy to me,
try get pplz who have got the game now to get them messin about with that kinda detail b4 the game even launched, i mean wow, way to go dude
try get pplz who have got the game now to get them messin about with that kinda detail b4 the game even launched, i mean wow, way to go dude
-
Lillian Cawfield - Posts: 3387
- Joined: Thu Nov 30, 2006 6:22 pm
It might not work unless you replace you shaders in
C:\Users\YourName\Saved Games\Crysis2
with the attached pack, but try it first without the shader replacement.
http://fileape.com/index.php?act=download&id=hrrcqQNguFAmZJii
C:\Users\YourName\Saved Games\Crysis2
with the attached pack, but try it first without the shader replacement.
http://fileape.com/index.php?act=download&id=hrrcqQNguFAmZJii
-
tannis - Posts: 3446
- Joined: Sat Dec 09, 2006 11:21 pm
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
These parts may not do anything, just like in the beta.
Basically, each of these commands links to a .cfg file (Like sys_spec_water.cfg or something).
In these .cfgs there are 3 chunks of even more console commands which actually change the graphics. =1, =2 and =3. No =4, unlike Crysis.
So, what you can do, is create your own =4 by copying =3 and making the numbers in the console commands better. So, for example, you'd change g_breakage_particles_limit=200 to g_breakage_particles_limit=400
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
These parts may not do anything, just like in the beta.
Basically, each of these commands links to a .cfg file (Like sys_spec_water.cfg or something).
In these .cfgs there are 3 chunks of even more console commands which actually change the graphics. =1, =2 and =3. No =4, unlike Crysis.
So, what you can do, is create your own =4 by copying =3 and making the numbers in the console commands better. So, for example, you'd change g_breakage_particles_limit=200 to g_breakage_particles_limit=400
-
Lewis Morel - Posts: 3431
- Joined: Thu Aug 16, 2007 7:40 pm
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
These parts may not do anything, just like in the beta.
Basically, each of these commands links to a .cfg file (Like sys_spec_water.cfg or something).
In these .cfgs there are 3 chunks of even more console commands which actually change the graphics. =1, =2 and =3. No =4, unlike Crysis.
So, what you can do, is create your own =4 by copying =3 and making the numbers in the console commands better. So, for example, you'd change g_breakage_particles_limit=200 to g_breakage_particles_limit=400
Er...well I have to get to homework for now. Could you look through the beta if you still have it and see what can be done individually?
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
These parts may not do anything, just like in the beta.
Basically, each of these commands links to a .cfg file (Like sys_spec_water.cfg or something).
In these .cfgs there are 3 chunks of even more console commands which actually change the graphics. =1, =2 and =3. No =4, unlike Crysis.
So, what you can do, is create your own =4 by copying =3 and making the numbers in the console commands better. So, for example, you'd change g_breakage_particles_limit=200 to g_breakage_particles_limit=400
Er...well I have to get to homework for now. Could you look through the beta if you still have it and see what can be done individually?
-
Kayla Oatney - Posts: 3472
- Joined: Sat Jan 20, 2007 9:02 pm
Well actually I can't find any direct "config" folder like in Crysis 1. I'll do some more digging for a different directory.
-
Roddy - Posts: 3564
- Joined: Fri Jun 15, 2007 11:50 pm
I think I got it actually. They're using .xmls now instead of cfgs like in Crysis 1.
-
Katie Louise Ingram - Posts: 3437
- Joined: Sat Nov 18, 2006 2:10 am
10 posts
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