dx11 tweaking

Post » Sun Dec 11, 2011 11:18 pm

Hey just thought i would repost this and also ask if anyone has had any success tweaking stuff to their liking to improve fps or quality.

DX11 Cvars posted by CryAdam

New additional graphical CVars:
e_GI
e_GIAmount
e_GINumCascades
e_GsmLodsNum
e_GsmRange
e_GsmRangeStep
e_ShadowsCastViewDistRatio
e_ShadowsMaxTexRes
e_ShadowsResScale
e_WaterOceanFFT
e_WaterTesselationAmount
e_WaterTesselationSwathWidth
hud_hide
q_shaderWater
r_MotionBlurMaxViewDist
r_PostMSAAEdgeFilterNV
r_ShadowJittering
r_SSAODownscale
r_SSAOQuality
r_WaterReflectionsMinVisiblePixelsUpdate
r_WaterUpdateDistance
r_WaterUpdateFactor

Cvars for S3D functions:
r_StereoDevice
r_StereoEyeDist
r_StereoFlipEyes
r_StereoMode
r_StereoOutput
r_StereoScreenDist
r_StereoStrength
r_StereoSupportAMD
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M!KkI
 
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Post » Mon Dec 12, 2011 7:26 am

What values need to be after them? Sorry if its a noob question but i dont know were any of the values start?
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Micah Judaeah
 
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Post » Sun Dec 11, 2011 7:59 pm

I myselfr am not sure at the moment. Thats why i posted this because i'm hoping someone might know more than me. What I plan on doing is going into the game and just playing around with some of the commands i can recognize are major like ssao and stuff to see how I can better optimize it. Right now my performance is up and down but i find if you want to keep ultra shaders, objects, game detail, and particle effects it helps to turn shadows and post processing to high.
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Carlos Vazquez
 
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Post » Mon Dec 12, 2011 8:08 am

so far shaders has the biggest impact because it creates rflective surfaces on everything from glass buildings to metal on uniforms. object quality controls tesselation. Hence why I like to keep them at ultra to keep the game looking good, then i'm going to tone down little things from there like postMSAA and others.
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Brian Newman
 
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Post » Sun Dec 11, 2011 10:52 pm

I guess, that now with patch and everything, the shaders also can be set up to 4?

for example, until now I've had "q_ShaderMetal" set to 3. Now I can set it to 4?
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DAVId Bryant
 
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Post » Mon Dec 12, 2011 1:17 am

So everything has a value of 1-4 other than the last 3d ones which i assume are 1 & 2?

also i dont know what

e_GI
e_GIAmount
e_GINumCascades
e_GsmLodsNum
e_GsmRange
e_GsmRangeStep

is?
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Russell Davies
 
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Post » Sun Dec 11, 2011 8:16 pm

I just checked in the console.....q_ShaderMetal is an "unknown command".....but q_ShaderWater works fine...
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Laura Ellaby
 
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Post » Mon Dec 12, 2011 2:58 am

How am i able to make this perminant and launch with the game? Isn't there suposed to be a system.cfg somwere?
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Sabrina Schwarz
 
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Post » Mon Dec 12, 2011 4:16 am

Just make a new file called "system.cfg" in the "****/Electronic Arts/Crytek/Crysis 2/" folder, and write down the commands there. (Like, e_ShadowsMaxTexRes 1536)

Currently, after messing around a little bit, and using some question marks as the value to get a little description, I found out that GI is Global Illumination.

Here's some values to consider:

e_GIAmount 0.31415
I haven't noticed any effect from this one, but whatever. Default 0.6

e_GINumCascades 4
It 'seems' to make the GI more noticeable, thus making the overall scene a bit brighter. Default 1

e_GSMRange 7.1415
This thing seems to control the 'top lighting quality' distance. Upping it a bit results in smoother shadows closer to you. Default 3
Be careful, as upping this one too much will only degrade shadow quality. (Sharpness in the distance is crucial!) 7.14 Seems natural.

e_ShadowsMaxTexRes 1536
Controls the amount of details found in shadows, do note that increasing this will require even more VRAM. Default 1024
At 1536, leaves can actually be seen when looking at shadows, which is good. Some additional tweaking needed for optimal values.

e_WaterOceanFFT 1
Makes the ocean water more detailed in the mid-far distance. Disable for a very slight (1-3) FPS boost, and a slightly noticeable smoothness in the ocean water.
Default 1

e_WaterTesselationAmount 16
I didn't notice any performance gains, nor hits. Maybe it doesn't affect the ocean water? (Needs testing)
Default 10

e_WaterTesselationSwathWidth 4
I would guess this is the minimum width of an edge before tesselation hits in. Settings this to 1 results in an out-of-memory error. ;P
Would probably work with a much lower WaterTesselationAmount, but I doubt it'd be worth it.
Default 10

q_shaderwater 3
Again, I didn't notice any changes whatsoever. Needs testing.
Default 2?

r_MotionBlurMaxViewDist 225
As the name suggests, sets the limit of how far objects should be before motion blur doesn't get applied.
Defaults to "16 Metres" -> 100

r_ShadowJittering 1.31415
Controls the amount of scattering/blurring applied to shadows. If pixelated shadows occur, raise it.
Default 2.5

I didn't notice any substantial/visual changes with any of the other commands.
(I can't bug around with 3D.)
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Danny Warner
 
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