Someone with the retail version try this Very High mod

Post » Thu Jun 02, 2011 8:04 pm

It worked in the beta and should work now. (Back up System.cfg before hand)

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.

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

User avatar
Tamara Primo
 
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Joined: Fri Jul 28, 2006 7:15 am

Post » Thu Jun 02, 2011 6:52 pm

that looks pretty cool
but WHO HAS THE GAME NOW?!?!?
User avatar
Phillip Brunyee
 
Posts: 3510
Joined: Tue Jul 31, 2007 7:43 pm

Post » Thu Jun 02, 2011 9:56 pm

that looks pretty cool
but WHO HAS THE GAME NOW?!?!?

Willertz and some other guy.
User avatar
WTW
 
Posts: 3313
Joined: Wed May 30, 2007 7:48 pm

Post » Thu Jun 02, 2011 10:30 pm

that looks pretty cool
but WHO HAS THE GAME NOW?!?!?

open your eyes and start reading some threads.
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Penny Courture
 
Posts: 3438
Joined: Sat Dec 23, 2006 11:59 pm

Post » Thu Jun 02, 2011 10:07 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
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Lillian Cawfield
 
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Joined: Thu Nov 30, 2006 6:22 pm

Post » Fri Jun 03, 2011 6:41 am

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
User avatar
tannis
 
Posts: 3446
Joined: Sat Dec 09, 2006 11:21 pm

Post » Fri Jun 03, 2011 9:06 am

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
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Lewis Morel
 
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Joined: Thu Aug 16, 2007 7:40 pm

Post » Thu Jun 02, 2011 10:35 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?
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Kayla Oatney
 
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Post » Thu Jun 02, 2011 5:23 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.
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Roddy
 
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Post » Fri Jun 03, 2011 3:23 am

I think I got it actually. They're using .xmls now instead of cfgs like in Crysis 1.
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Katie Louise Ingram
 
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