» 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.)