Look in this folder (or wherever you installed the game):
...\Electronic Arts\Crytek\Crysis 2\Backup
Confirmed found files in backup:) Figured this out over the night, thank u very much for mentioning it thou^^
My 1.2 config cvars... about 95% gfx bugs solved including multigpu flicker..
Thanks for the list

Was there a particular setting that helped with the Multi-GPU flicker?
Any particular commands that no longer work which you desperately want? Or, maybe better put, how does your config compare to Extreme? What's the most visual change?
Different settings works on diff flickering, if its lights - in the water - n so on.
Also a few settings had to be avoided. Did another 3 hours tonight trying to "fix" some shadow bugs so my cfg is slight redone, prbly have a few default settings left that can be left out (might look at that the commin night, thou im open to help there)

Im not 100% on the stuff below cause i added n removed alot diff cvars tryin to solve stuff:P
-"r_PostMSAAMode = 2" - Gave me alot flicker in the light forcing it in cfg (Not all modes tested since im unsure on the number o modes)
- "r_PostMSAAEdgeFilterNV = 1" -Gave me a weird gfx bug messin up light and a dark bubble movin around that seems tied to the light.
- "r_PostMSAA = 2" skipped it in config cause above didnt work.
- "e_ViewDistRatioCustom" and "e_ViewDistRatioVegetation" These gives flickering in the water when u look at it in certain angels if set above default.
- "r_ShadowsDepthBoundNV = 1" - Gave me a shadow bug, dont recall 100% what kinda atm only that removin it helped me get the shadows i wanted. Something about weird clipping o shadows along lvl surface i think.
- "e_GsmRange = 3.0" -Gave me a distant shadow bug, 2.5 looks n feels much better
Ill try remember some more stuff, also might check it later since it rather quick todo:)
-any o the "sys_spec" on top o the autoexec.cfg is an bad idea, it seem to override any later settings
-also entering gfx menu and possible reloading another lvl from menu while playin a different lvl will reset some if not all settings until u restart the game.
Better shadows - better water -better reflection - crisper texture in the distance amoung other things is the reason i want most o these cvars back:) Can make some pictures if wanted, but ill skip that for now since this post is already huge:P
My current cfg "DX11 cvars at the start is for fun atm^^ and i guess the sound part in the end aint that important" (several settings is overdone alot or slightly, intended to push the system)
r_Driver = "DX11"
r_ShadersDX11 = 1
r_MultiGPU = 1
g_enableInitialLoginScreen = 0
cl_fov = 65
pl_movement.power_sprint_targetFov = 72
r_DrawNearFoV = 65
sys_MaxFps = 120
sys_physics_CPU = 3
<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>
q_Renderer = 4
q_ShaderFX = 4
q_ShaderGeneral = 4
q_ShaderGlass = 4
q_ShaderHDR = 4
q_ShaderIce = 4
q_ShaderMetal = 4
q_ShaderPostProcess = 4
q_ShaderShadow = 4
q_ShaderSky = 4
q_ShaderTerrain = 4
q_ShaderVegetation = 4
q_ShaderWater = 4
<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>
e_ObjQuality = 4
e_ParticlesQuality = 4
v_vehicle_quality = 4
r_AnisoMin = 16
r_AnisoMax = 16
r_AnisoPasses = 4
r_TexMinAnisotropy = 16
r_TexMaxAnisotropy = 16
r_TexturesFilteringQuality = 0
r_EnvCMResolution = 2
r_EnvTexResolution = 3
r_TexSkyResolution = 0
<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>
mfx_Timeout = 0.0025
e_CoverageBuffer = 0
r_ColorGrading = 2
r_ColorGradingCharts = 1
r_ColorGradingChartsCache = 0
r_ShowDynTexturesMaxCount = 128
r_DynTexMaxSize = 256
r_DynTexAtlasCloudsMaxSize = 128
r_DynTexAtlasSpritesMaxSize = 128
r_EnvTexUpdateInterval = 0.001
r_ImposterRatio = 1
r_ImpostersUpdatePerFrame = 30000
r_TexAtlasSize = 512
r_DetailNumLayers = 2
r_UseMergedPosts = 3
r_UsePOM = 1
r_UseEdgeAA = 1
sys_flash_edgeaa = 1
sys_flash_curve_tess_error = 0.01
r_Vsync = 1
<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>
e_MaxViewDistSpecLerp = 1
<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>
e_ViewDistMin = 10
e_ViewDistRatio = 2000
e_ViewDistRatioDetail = 1500
e_ViewDistRatioLights = 1500
e_FoliageWindActivationDist = 1500
e_Lod_Min = 0
e_LodRatio = 100
r_DetailDistance = 20
r_DetailScale = 8
r_TextureLodDistanceRatio = 0
r_RainMaxViewDist = 1000
r_RainMaxViewDist_Deferred = 0
<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>
ca_cloth_air_resistance = 1
r_RainOccluderSizeTreshold = 100
es_DebrisLifetimeScale = 8.0
e_DecalsLifeTimeScale = 8.0
g_corpseUnseenTime = 600
g_corpseManager_maxNum = 20
g_corpseMinDistance = 200
g_corpseMinTime = 600
g_ec_enable = 0
ca_AttachmentCullingRation = 2000
e_CullVegActivation = 0
e_TerrainOcclusionCullingMaxDist = 2000
g_muzzleFlashCull = 0
e_OcclusionCullingViewDistRatio = 2000
g_rejectEffectVisibilityCull = 0
p_cull_distance = 2000
e_VegetationSprites = 0
e_VegetationSpritesDistanceRatio = 5.0
es_maxphysdistcloth = 200
es_MaxPhysDist = 1000
es_MaxPhysDistInvisible = 25
<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>
e_DynamicLightsMaxEntityLights = 96
e_GI = 1
e_GIAmount = 0.6
e_GIIterations = 32
e_GIMaxDistance = 50
e_GINumCascades = 3
r_Beams = 1
r_BeamsMaxSlices = 512
r_BeamsSoftClip = 0
r_CoronaFade = 1.5
r_GlowAnamorphicFlares = 1
r_HDRRendering = 1
r_HDRBlueShift = 1
r_HDRGrainAmount = 1.0
r_HDRLevel = 8.0
r_HDROffset = 10.0
r_SSAO = 4
r_SSAOQuality = 3
r_SSAODownscale = 0
<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>
e_TerrainAo = 1
e_TerrainNormalMap = 1
e_ProcVegetation = 1
e_VegetationMinSize = 0
e_VegetationUseTerrainColor = 1
g_tree_cut_reuse_dist = 0
<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>
e_ParticlesPoolSize = 32768
e_ParticlesEmitterPoolSize = 16384
e_ParticlesMinDrawPixels = 0
e_ParticlesMaxScreenFill = 8192
e_ParticlesMaxDrawScreen = 4
e_ParticlesObjectCollisions = 2
g_breakage_particles_limit = 3000
r_UseParticlesHalfRes = 0
<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>
g_joint_breaking = 1
g_nanoSuitEnableSuitShapeDeformation = 1
g_no_breaking_by_objects = 0
g_procedural_breaking = 1
g_no_secondary_breaking = 0
p_players_can_break = 0
p_max_object_splashes = 10
p_max_plane_contacts = 16
p_max_plane_contacts_distress = 8
p_max_substeps_large_group = 40
p_num_bodies_large_group = 200
p_joint_damage_accum = 6
p_joint_damage_accum_threshold = 0.6
p_num_threads = 6
g_glassAutoShatterMinArea = 0.1
p_max_debris_mass = 30
p_max_MC_iters = 24000
p_tick_breakable=0.01
<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>
e_GsmCache = 0
e_GsmCastFromTerrain = 1
e_GsmLodsNum = 5
e_GsmRange = 2.5
e_Shadows = 1
e_ShadowsOnAlphaBlend = 1
e_ShadowsResScale = 2.7
r_ShadowBlur = 3
e_ShadowsCastViewDistRatio = 5.0
e_ShadowsCastViewDistRatioLights = 5.0
e_ShadowsClouds = 1
e_ShadowsMaxTexRes = 2560
e_ShadowsSlopeBias = 16
r_ShadowJittering = 1
r_DeferredShadingHeightBasedAmbient = 1
r_DeferredShadingLightLodRatio = 5.0
r_DeferredShadingLightStencilRatio = 1.0
<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>
e_PhysOceanCell = 0.1
e_WaterOcean = 1
e_WaterOceanFFT = 1
e_WaterTesselationAmount = 30
e_WaterTesselationAmountX = 30
e_WaterTesselationAmountY = 30
e_WaterTesselationSwathWidth = 10
r_WaterCausticsDeferred = 0
r_WaterCausticsDistance = 600
r_WaterUpdateDistance = 5.0
r_WaterUpdateFactor = 0
r_WaterReflectionsMinVisiblePixelsUpdate = 0
r_WaterReflectionsMinVisUpdateDistanceMul = 0
r_WaterReflectionsMinVisUpdateFactorMul = 0
r_refraction = 1
<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>
e_Clouds = 1
e_SkyUpdateRate = 100
<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>
r_MotionBlur = 2
r_MotionBlurMaxViewDist = 800
r_MotionBlurShutterSpeed = 0.0075
g_radialBlur = 1
<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>
s_MPEGDecoders = 64
s_Obstruction = 1
s_ObstructionAccuracy = 5
s_ObstructionUpdate = 0.05
s_SoundMoodsDSP = 1
s_VariationLimiter = 1
s_ReverbType = 3
<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>