Currently, all the tweaking is done outside of the game.
Just create a new text file & name it [autoexec.cfg] in the Crysis 2 folder.
The commands in Crysis 2 is almost the same as it was in it's predecessor.
If anyone wants Crysis's Complete Command Lines, you can request for it or download it from tweakguides.com.
>Ever want to skip Intro Video,
g_skipintro=1
>Don't want to login,
g_enableInitialLoginScreen=0
>Setting Custom Resolution,
r_Width=
r_Height=
>Don't want Vertical Sync,
r_VSync=0
>Changing Field of View,
cl_fov=
r_DrawNearFoV=
>Setting Maximum Framerate,
sys_MaxFps=
>Precaching Level Data,
e_precache_level=1
>Changing Some Gameplay Difficulty,
-- Delta/SUPERSOLDIER
-- g_difficultyLevel = 4
-- AI Detection speed
ai_SOMMinimumRelaxed = 0
ai_SOMMinimumCombat = 0.5
ai_SOMSpeedRelaxed = 4.0
ai_SOMSpeedCombat = 1.0
ai_SOMCrouchModifierRelaxed = 2.0
ai_SOMCrouchModifierCombat = 1
ai_SOMMovementModifierRelaxed = 10
ai_SOMMovementModifierCombat = 1
ai_SOMWeaponFireModifierRelaxed = 0.01
ai_SOMWeaponFireModifierCombat = 0.01
-- Alive time
ai_RODAliveTime = 0.5
ai_RODMoveInc = 0.25
ai_RODStanceInc = 0.25
ai_RODDirInc = 0.25
ai_RODAmbientFireInc = 0.5
ai_RODKillZoneInc = -0.25
-- AI fire reaction time
ai_RODReactionTime = 0.05
ai_RODReactionDistInc = 0.05
ai_RODReactionLeanInc = 0.05
ai_RODReactionDirInc = 0.25
-- Cover fire time modifier (cover fire time specified in weapon)
ai_RODCoverFireTimeMod = 2.0
-- ROD ranges - percents of attackRange AI property
ai_RODKillRangeMod = 0.4
ai_RODCombatRangeMod = 1.0
-- Ambient fire, enemies not in the quota cannot hit the player.
ai_AmbientFireUpdateInterval = 0.5
ai_AmbientFireQuota = 10
-- Low health effect duration and health threshold
ai_RODLowHealthMercyTime = 1
g_playerLowHealthThreshold = 100
pl_health.critical_health_thresholdSP = 15
g_playerMidHealthThreshold = 250
-- AI voice readability
ai_UseAlternativeReadability = 1
v_driverControlledMountedGuns = 0
-- Health regeneration
pl_health.normal_regeneration_rateSP = 250
pl_health.normal_threshold_time_to_regenerateSP = 5
>Game Effects:
i_lighteffects = 1
g_corpseMinTime = 15.0
g_corpseUnseenTime = 2
g_corpseMinDistance = 40.0
g_battleDust_enable = 1
mfx_Timeout = 0.01
>Object Detail:
e_ObjQuality=3
e_ProcVegetation=1
e_DecalsAllowGameDecals=1
e_DecalsLifeTimeScale=2
e_DecalsOverlapping=1
e_LodRatio=20
e_LodMin=0
e_Lods=1
e_ViewDistRatioDetail=100
e_ViewDistRatioVegetation=100
e_VegetationMinSize=0
e_VegetationBending=1
e_ViewDistRatio=100
e_ViewDistRatioCustom=100
e_ViewDistRatioLights=50
e_ViewDistMin=10
e_MaxViewDistSpecLerp=1
sys_flash_curve_tess_error=2
e_VegetationSpritesDistanceCustomRatioMin=1
e_VegetationSpritesDistanceRatio=1.5
e_TerrainDetailMaterialsViewDistXY=2048
e_TerrainDetailMaterialsViewDistZ=128
es_DebrisLifetimeScale=1
e_OcclusionCullingViewDistRatio = 1
e_Dissolve=2
ca_DrawFaceAttachments=1
ca_AttachmentCullingRation=300
e_TerrainOcclusionCullingMaxDist=200
e_streamCgf=0
>Particles:
e_ParticlesQuality = 4
e_ParticlesMaxScreenFill = 128
e_ParticlesMinDrawPixels = 1
e_ParticlesObjectCollisions = 2
e_ParticlesPoolSize = 8192
e_ParticlesEmitterPoolSize = 4096
r_UseParticlesHalfRes = 0
e_ParticlesForceAnimBlend = 1
e_ParticlesForceGI = 1
>Physics:
e_CullVegActivation=50
g_tree_cut_reuse_dist=0
p_max_MC_iters=6000
e_PhysFoliage=2
es_MaxPhysDist=100
es_MaxPhysDistInvisible=25
e_PhysOceanCell=0.5
e_FoliageWindActivationDist=25
g_breakage_particles_limit=160
p_max_object_splashes=3
p_splash_dist0=7
p_splash_dist1=30
p_splash_force0=10
p_splash_force1=100
p_splash_vel0=4.5
p_splash_vel1=10
v_vehicle_quality=4
p_max_substeps_large_group=5
p_num_bodies_large_group=100
p_gravity_z = -13
p_joint_damage_accum=2
p_joint_damage_accum_threshold=0.2
p_num_threads=2
>Post Processing:
r_DepthOfField=2
r_MotionBlur=2
r_sunshafts=1
r_UseEdgeAA=1
r_Flares=1
r_Coronas=1
r_colorgrading=2
r_GlowAnamorphicFlares = 1
r_RainMaxViewDist_Deferred=100
r_MotionBlurMaxViewDist = 100
r_PostMSAA = 1
r_PostMSAAEdgeFilterNV = 1
r_PostProcessHUD3DCache = 0
r_MotionBlurShutterSpeed = 0.0055
r_HDRBloomMul = 0.7
>Quality:
q_ShaderGeneral=3
q_ShaderMetal=3
q_ShaderGlass=3
q_ShaderVegetation=3
q_ShaderIce=3
q_ShaderTerrain=3
q_ShaderShadow=3
q_ShaderFX=3
q_ShaderPostProcess=3
q_ShaderHDR=3
q_ShaderSky=3
q_Renderer=3
>Shading:
sys_spec_Quality=3
e_SkyType=1
e_SkyUpdateRate=1
r_DetailTextures=1
r_DetailNumLayers=2
r_DetailDistance=8
r_HDRRendering=2
r_SSAO = 3
r_SSAOQuality=3
r_SSAODownscale=0
r_refraction=1
sys_flash_edgeaa=1
e_VegetationUseTerrainColor=1
e_TerrainAo=1
e_TerrainNormalMap=1
e_DynamicLightsMaxEntityLights=16
r_UsePom=1
r_EnvTexUpdateInterval=0.05
r_TexturesFilteringQuality=0
e_ParticlesLights = 1
e_GINumCascades = 1
r_HDRBlueShift=1.0
r_HDRBrightLevel=0.85
r_HDRBrightOffset=5
r_HDRBrightThreshold=6
r_HDRLevel=6
r_HDROffset=10
r_EyeAdaptationBase=0.1
r_EyeAdaptationFactor=0.85
e_GI = 1
e_GIMaxDistance=100
e_GIAmount = 0.6
>Shadows:
e_Shadows = 1
r_ShadowBlur=3
e_ShadowsMaxTexRes=1024
r_ShadowJittering=2.5
e_GsmLodsNum=5
e_GsmRange=3
e_ShadowsCastViewDistRatio=1
r_ShadowsMaskResolution=0
e_GsmCache = 0
e_ShadowsResScale = 3.4
>Sound:
s_MPEGDecoders=32
s_Obstruction=1
s_ObstructionAccuracy=1
s_ObstructionUpdate=0.1
s_SoundMoodsDSP=1
s_VariationLimiter=1.0
s_ReverbType=2
>Texture:
r_TexturesStreaming = 0
r_TexBumpResolution=0
r_TexResolution=0
r_TexSkyResolution=0
r_ImposterRatio=1
r_EnvCMResolution=2
r_EnvTexResolution=3
r_DynTexMaxSize=80
r_TexAtlasSize=2048
r_DynTexAtlasCloudsMaxSize=32
r_DynTexAtlasSpritesMaxSize=32
r_VegetationSpritesTexRes=64
r_TexMinAnisotropy=8
>Volumetric Effects:
r_Beams=3
r_BeamsDistFactor=0.05
r_BeamsMaxSlices=200
e_Clouds=1
r_CloudsUpdateAlways=0
>Water:
r_WaterReflections=1
r_WaterUpdateFactor=0.0
e_WaterTesselationAmount=10
e_WaterTesselationSwathWidth=10
r_WaterUpdateDistance=0.2
r_WaterReflectionsQuality=4
e_WaterOceanFFT=1
q_ShaderWater=2
r_WaterReflectionsMinVisiblePixelsUpdate = 0.05
TKH258's Settings,
sys_spec_shading=
sys_spec_gameeffects=
sys_spec_objectdetail=
sys_spec_particles=
sys_spec_physics=
sys_spec_postprocessing=
sys_spec_shadows=
sys_spec_sound=
sys_spec_texture=
sys_spec_water=
sys_spec_Full=4
sys_spec_Quality=4
q_ShaderGeneral=3
q_ShaderMetal=3
q_ShaderGlass=3
q_ShaderVegetation=3
q_ShaderIce=3
q_ShaderTerrain=3
q_ShaderShadow=3
q_ShaderFX=3
q_ShaderPostProcess=3
q_ShaderHDR=3
q_ShaderSky=3
q_Renderer=3
q_ShaderWater=3
g_skipIntro=1
cl_fov=
pl_movement.power_sprint_targetFov=
i_mouse_accel=0
i_mouse_accel_max=0
i_mouse_smooth=0
r_motionblur=
g_radialBlur=
cl_zoomToggle=
r_UseEdgeAA=
r_TexMinAnisotropy=16
r_TexMaxAnisotropy=16
r_PostMSAA=
r_PostMSAAmode=
cl_crouchtoggle=
r_ColorGrading=
r_ColorGradingDOF=
r_SSAO=
r_VSync=0
e_shadows=
g_enableInitialLoginScreen=0
r_HDRBloomMul=
r_HDRBrightLevel=
r_MultiGPU=0
g_useHitSoundFeedback=0
sys_MaxFps=999999
r_DrawNearFoV=
r_usePOM=
r_HDRBrightOffset=15
r_HDRBrightThreshold=20
r_ShadowBlur=0
e_ShadowsMaxTexRes=1920
r_ShadowJittering=1
sys_preload=1
r_HDRRendering=
r_CoronaSizeScale=0.5
r_ShadowBluriness=0
g_joint_breaking=1
=s_musicvolume=0.01
=s_sfxvolume=0.02
=s_dialogvolume=0.03
Difficulty:
g_difficultyLevel =
-- AI Detection speed
ai_SOMMinimumRelaxed = 0
ai_SOMMinimumCombat = 0.5
ai_SOMSpeedRelaxed = 4.0
ai_SOMSpeedCombat = 1.0
ai_SOMCrouchModifierRelaxed = 2.0
ai_SOMCrouchModifierCombat = 1
ai_SOMMovementModifierRelaxed = 10
ai_SOMMovementModifierCombat = 1
ai_SOMWeaponFireModifierRelaxed = 0.01
ai_SOMWeaponFireModifierCombat = 0.01
-- Alive time
ai_RODAliveTime = 0.5
ai_RODMoveInc = 0.25
ai_RODStanceInc = 0.25
ai_RODDirInc = 0.25
ai_RODAmbientFireInc = 0.5
ai_RODKillZoneInc = -0.25
-- AI fire reaction time
ai_RODReactionTime = 0.05
ai_RODReactionDistInc = 0.05
ai_RODReactionLeanInc = 0.05
ai_RODReactionDirInc = 0.25
-- Cover fire time modifier (cover fire time specified in weapon)
ai_RODCoverFireTimeMod = 2.0
-- ROD ranges - percents of attackRange AI property
ai_RODKillRangeMod = 0.4
ai_RODCombatRangeMod = 1.0
-- Ambient fire, enemies not in the quota cannot hit the player.
ai_AmbientFireUpdateInterval = 0.5
ai_AmbientFireQuota = 10
-- Low health effect duration and health threshold
ai_RODLowHealthMercyTime = 1
g_playerLowHealthThreshold = 100
pl_health.critical_health_thresholdSP = 15
g_playerMidHealthThreshold = 250
-- AI voice readability
ai_UseAlternativeReadability = 1
v_driverControlledMountedGuns = 1
-- Health regeneration
pl_health.normal_regeneration_rateSP = 250
pl_health.normal_threshold_time_to_regenerateSP = 5
Game Effects:
i_lighteffects = 1
g_corpseMinTime = 15.0
g_corpseUnseenTime = 2
g_corpseMinDistance = 40.0
g_battleDust_enable = 1
mfx_Timeout = 0.01
Object Detail:
e_ObjQuality=3
e_ProcVegetation=1
e_DecalsAllowGameDecals=1
e_DecalsLifeTimeScale=2
e_DecalsOverlapping=1
e_LodRatio=20
e_LodMin=0
e_Lods=1
e_ViewDistRatioDetail=100
e_ViewDistRatioVegetation=100
e_VegetationMinSize=0
e_VegetationBending=1
e_ViewDistRatio=100
e_ViewDistRatioCustom=100
e_ViewDistRatioLights=50
e_ViewDistMin=10
e_MaxViewDistSpecLerp=1
sys_flash_curve_tess_error=2
e_VegetationSpritesDistanceCustomRatioMin=1
e_VegetationSpritesDistanceRatio=1.5
e_TerrainDetailMaterialsViewDistXY=2048
e_TerrainDetailMaterialsViewDistZ=128
es_DebrisLifetimeScale=1
e_OcclusionCullingViewDistRatio = 1
e_Dissolve=2
ca_DrawFaceAttachments=1
ca_AttachmentCullingRation=300
e_TerrainOcclusionCullingMaxDist=200
e_streamCgf=0
Particles:
e_ParticlesQuality = 4
e_ParticlesMaxScreenFill = 128
e_ParticlesMinDrawPixels = 1
e_ParticlesObjectCollisions = 2
e_ParticlesPoolSize = 8192
e_ParticlesEmitterPoolSize = 4096
r_UseParticlesHalfRes = 0
e_ParticlesForceAnimBlend = 1
e_ParticlesForceGI = 1
Physics:
e_CullVegActivation=50
g_tree_cut_reuse_dist=0
p_max_MC_iters=6000
e_PhysFoliage=2
es_MaxPhysDist=100
es_MaxPhysDistInvisible=25
e_PhysOceanCell=0.5
e_FoliageWindActivationDist=25
g_breakage_particles_limit=160
p_max_object_splashes=3
p_splash_dist0=7
p_splash_dist1=30
p_splash_force0=10
p_splash_force1=100
p_splash_vel0=4.5
p_splash_vel1=10
v_vehicle_quality=4
p_max_substeps_large_group=5
p_num_bodies_large_group=100
p_gravity_z = -13
p_joint_damage_accum=2
p_joint_damage_accum_threshold=0.2
p_num_threads=2
Post Processing:
r_DepthOfField=2
r_MotionBlur=2
r_sunshafts=1
r_UseEdgeAA=1
r_Flares=1
r_Coronas=1
r_colorgrading=2
r_GlowAnamorphicFlares = 1
r_RainMaxViewDist_Deferred=100
r_MotionBlurMaxViewDist = 100
r_PostMSAA = 1
r_PostMSAAEdgeFilterNV = 1
r_PostProcessHUD3DCache = 0
r_MotionBlurShutterSpeed = 0.0055
r_HDRBloomMul = 0.7
Quality:
q_ShaderGeneral=3
q_ShaderMetal=3
q_ShaderGlass=3
q_ShaderVegetation=3
q_ShaderIce=3
q_ShaderTerrain=3
q_ShaderShadow=3
q_ShaderFX=3
q_ShaderPostProcess=3
q_ShaderHDR=3
q_ShaderSky=3
q_Renderer=3
Shading:
sys_spec_Quality=4
e_SkyType=1
e_SkyUpdateRate=1
r_DetailTextures=1
r_DetailNumLayers=2
r_DetailDistance=8
r_HDRRendering=2
r_SSAO = 3
r_SSAOQuality=3
r_SSAODownscale=0
r_refraction=1
sys_flash_edgeaa=1
e_VegetationUseTerrainColor=1
e_TerrainAo=1
e_TerrainNormalMap=1
e_DynamicLightsMaxEntityLights=16
r_UsePom=1
r_EnvTexUpdateInterval=0.05
r_TexturesFilteringQuality=0
e_ParticlesLights = 1
e_GINumCascades = 1
r_HDRBlueShift=1.0
r_HDRBrightLevel=0.85
r_HDRBrightOffset=15
r_HDRBrightThreshold=20
r_HDRLevel=6
r_HDROffset=10
r_EyeAdaptationBase=0.1
r_EyeAdaptationFactor=0.85
e_GI = 1
e_GIMaxDistance=100
e_GIAmount = 0.6
Shadows:
e_Shadows = 1
r_ShadowBlur=0
e_ShadowsMaxTexRes=1920
r_ShadowJittering=1
e_GsmLodsNum=5
e_GsmRange=3
e_ShadowsCastViewDistRatio=1
r_ShadowsMaskResolution=0
e_GsmCache = 0
e_ShadowsResScale = 3.4
Sound:
s_MPEGDecoders=32
s_Obstruction=1
s_ObstructionAccuracy=1
s_ObstructionUpdate=0.1
s_SoundMoodsDSP=1
s_VariationLimiter=1.0
s_ReverbType=2
Texture:
r_TexturesStreaming = 0
r_TexBumpResolution=0
r_TexResolution=0
r_TexSkyResolution=0
r_ImposterRatio=1
r_EnvCMResolution=2
r_EnvTexResolution=3
r_DynTexMaxSize=80
r_TexAtlasSize=6135
r_DynTexAtlasCloudsMaxSize=32
r_DynTexAtlasSpritesMaxSize=32
r_VegetationSpritesTexRes=64
r_TexMinAnisotropy=16
Volumetric Effects:
r_Beams=3
r_BeamsDistFactor=0.05
r_BeamsMaxSlices=200
e_Clouds=1
r_CloudsUpdateAlways=1
Water:
r_WaterReflections=1
r_WaterUpdateFactor=0.0
e_WaterTesselationAmount=10
e_WaterTesselationSwathWidth=10
r_WaterUpdateDistance=0.2
r_WaterReflectionsQuality=4
e_WaterOceanFFT=1
q_ShaderWater=3
r_WaterReflectionsMinVisiblePixelsUpdate = 0.05