I have created an autoexec file based off of that article. You can read it here http://www.crymod.com/thread.php?threadid=67672
The textures on this game are different. The textures in crysis 2 are layered, in otherwords there are multiple textures stacked on top of each other. (think layers in photoshop) The layered textures in this game have been disabled in many cases so you should see a graphical difference if you use this exec file
In your crysis 2 folder there should be an autoexec file if you have been using the graphical enhancement app that is user created. If you have not been using it then go to your crysis 2 folder and then open notepad and create an autoexec file in that folder
Once you have done simply copy everything listed below, then save and make sure before you run crysis 2 that u set autoexec to read only, to prevent game engine from making changes to it.
:
sys_spec_shading=4
sys_spec_gameeffects=4
sys_spec_objectdetail=4
sys_spec_particles=4
sys_spec_physics=4
sys_spec_postprocessing=4
sys_spec_shadows=4
sys_spec_sound=3
sys_spec_texture=4
sys_spec_water=4
cl_fov=80
pl_movement.power_sprint_targetFov=65
i_mouse_accel=0
i_mouse_accel_max=100
i_mouse_smooth=0
r_HDRBloomMul=2
r_HDRBrightLevel=2
r_HDRRendering = 4 [DUMPTODISK]
r_HDRTexFormat = 4[DUMPTODISK]
r_HDRVignetting = 1 [DUMPTODISK]
r_Height = 600 [DUMPTODISK]
r_HDRBlueShift = 1 [DUMPTODISK]
r_HDRBrightLevel = 0.85 [DUMPTODISK]
r_HDRBrightOffset = 5 [DUMPTODISK]
r_HDRBrightThreshold = 6 [DUMPTODISK]
r_Gamma = 2.2 [DUMPTODISK]
r_EyeAdaptationBase = 0.1
r_EyeAdaptationFactor = 0.85 [DUMPTODISK]
r_EyeAdaptationSpeed = 2
r_Flares = 1 [DUMPTODISK]
r_FlashMatTexResQuality = 1
r_Flush = 1r_HDRBlueShift = 1 [DUMPTODISK]
r_HDRDebug = 0
r_HDREyeAdaptionCache = 4 [DUMPTODISK]
r_HDRFlaresCache = 3 [DUMPTODISK]
r_HDRForceUpdateTextures = 1 [DUMPTODISK]
r_HDRGrainAmount = 0.6
r_HDRLevel = 6 [DUMPTODISK]
r_HDROffset = 10 [DUMPTODISK]
r_HDRRangeAdapt = 1 [DUMPTODISK]
r_HDRRangeAdaptationSpeed = 4
r_HDRRangeAdaptLBufferMax = 0.125 [DUMPTODISK]
r_HDRRangeAdaptLBufferMaxRange = 2 [DUMPTODISK]
r_HDRRangeAdaptMax = 1 [DUMPTODISK]
r_HDRRangeAdaptMaxRange = 4 [DUMPTODISK]
r_SSAO = 1
r_SSAOAmount = 3
r_SSAOContrast = 1
r_SSAODownscale = 1
r_SSAOQuality = 4
r_SSAORadius = 1.5
r_SSAOTemporalConvergence = 0.7
r_SSGI = 1
r_SSGIAmount = 3
r_SSGIBlur = 1
r_SSGIQuality = 4
r_SSGIRadius = 1.0
e_DecalsDefferedDynamic = 1
e_DecalsDefferedDynamicDepthScale = 0.2
e_DecalsDefferedDynamicMinSize = 0.35
e_DecalsDefferedStatic = 1
e_DecalsForceDeferred = 1
g_showShadowChar = 0
e_ShadowsOnAlphaBlend = 1
r_SoftAlphaTest = 1
r_UseAlphaBlend = 1
r_WaterCaustics = 1
r_WaterCausticsDeferred = 2
r_WaterCausticsDistance = 100
r_WaterGodRays = 1
r_WaterReflections = 1 [DUMPTODISK]
r_WaterReflectionsMGPU = 1 [DUMPTODISK]
r_WaterReflectionsQuality = 4 [DUMPTODISK]
r_refraction = 1
r_ReflectionsQuality = 4 [DUMPTODISK]
r_PostMSAA = 1
r_PostMSAAInEditingMode = 1
r_PostMSAAMode = 4
r_PostProcessGameFx = 1
r_UsePOM = 1
r_TexMaxAnisotropy = 16 [REQUIRE_LEVEL_RELOAD]
r_Texture_Anisotropic_Level = 1
r_TexturesStreaming = 2
r_TerrainAO = 7
r_sunshafts = 1
r_DynTexAtlasCloudsMaxSize = 1024
r_DynTexAtlasDynTexSrcSize = 1024
r_DynTexAtlasSpritesMaxSize = 512
r_DynTexAtlasVoxTerrainMaxSize = 250
r_DynTexMaxSize = 100
r_DynTexSourceSharedRTHeight = 4096
r_DynTexSourceSharedRTWidth = 4096
r_DynTexAtlasCloudsMaxSize = 256
r_DynTexAtlasDynTexSrcSize = 64
r_DynTexAtlasSpritesMaxSize = 48
r_DynTexAtlasVoxTerrainMaxSize = 500
r_DynTexMaxSize = 100
r_DynTexSourceSharedRTHeight = 4096
r_DynTexSourceSharedRTWidth = 4096
e_TerrainDetailMaterialsViewDistXY = 4096
e_TerrainDetailMaterialsViewDistZ = 1024
e_TerrainNormalMap = 1
e_VoxTerInGameTextureStreaming = 4
e_VoxTerTexResFinal = 2048
e_VoxTerTexResInternal = 2048
r_ColorGrading= 1
r_UseMaterialLayers = 2
r_UseParticlesRefraction = 1
r_UseShadowsPool = 1
r_UseSoftParticles = 1
r_Flares = 1 [DUMPTODISK]
r_FlashMatTexResQuality = 4
r_Flush = 1
r_GeomInstancing = 1
r_ShadowBlur = 1 [DUMPTODISK]
r_ShadowBluriness = 4 [DUMPTODISK]
r_ShadowTexFormat = 1
r_DeferredDecals = 3 [DUMPTODISK]
r_deferredDecalsDebug = 0 [DUMPTODISK]
r_DeferredShadingCubeMaps = 1 [DUMPTODISK]
r_DeferredShadingDebug = 0 [DUMPTODISK]
r_DeferredShadingDepthBoundsTest = 1 [DUMPTODISK]
r_DeferredShadingHeightBasedAmbient = 1
r_DeferredShadingLightLodRatio = 1 [DUMPTODISK]
r_DeferredShadingLightVolumes = 1 [DUMPTODISK]
r_DeferredShadingScissor = 1 [DUMPTODISK]
r_DeferredShadingSortLights = 0
r_DeferredShadingStencilPrepass = 1 [DUMPTODISK]
r_DeferredShadingTiled = 0 [DUMPTODISK]
r_DeferredShadingTiledRatio = 0 [DUMPTODISK]
r_DeferredShadingTilesX = 16 [DUMPTODISK]
r_DeferredShadingTilesY = 12 [DUMPTODISK]
r_DepthBits = 32 [DUMPTODISK]
r_DepthOfField = 2
r_DepthOfFieldBokeh = 1
r_DepthOfFieldBokehQuality = 4
r_DepthOfFieldStencilPrepass = 0
r_DetailDistance = 4 [DUMPTODISK]
r_DetailNumLayers = 4 [DUMPTODISK]
r_DetailScale = 8
r_DetailTextures = 1 [DUMPTODISK]
r_DisplayInfo = 1 [DUMPTODISK,rESTRICTEDMODE]
r_dofMinZ = 0
r_dofMinZBlendMult = 6.5
r_dofMinZScale = 0
r_EnvTexResolution = 4 [DUMPTODISK]
enjoy.
One last thing I would like to thank CryAdam, Noobhunters and the guy who made that graphic app. With out them this exec would probably not been made.