WARNING! Patch 1.4 disables MOST Cvars even shadowjittering?

Post » Fri Dec 31, 2010 1:07 pm

A lot of CVars were disabled to prevent cheating but as many of you are aware we have literally thousands of CVars so we add the most crucial ones to a whitelist where they can be used.

They should set cheat flags on the draw distance cvars so they can't be modified instead. A whitelist just means Crytek have to go through and whitelist "literally thousands of cvars" that have nothing to do with cheats, it's a lot easier in the long run to blacklist bad ones.
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Sian Ennis
 
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Joined: Wed Nov 08, 2006 11:46 am

Post » Fri Dec 31, 2010 1:44 pm

That makes no sense.

Do usign drawdistance is going to make a difference in multiplayer? It wont. It just makes it so that garbage can doesnt appear out of nowhere as you approach it. No matter how far someone is on your screen, and no matter your drawdistance, you can always see the enemy player when you are supposed to. So no, draw/view distance should be tweakable and based on your computer specs.

Sure the nano vision stuff is obviously something that needs to be fixed. But eliminating shadow/texture/object pop in is something that should be allowed. Theres really no downside.
And when a player is hiding behind a wall/object and that wall/object is not being drawn on your screen because you have low draw distances set and can now see the player?

It's just one example, mind you.

FYI this is happening on standard settings - for instance check it out on Evacuation Zone, the concrete roadblocks (well in 1.2, hearing this I won't patch anytime soon)...
And I have to say it is rather annoying, since the roadblock appears when zooming in. I also don't think that it is more of a disadvantage, since you don't f*cking see the roadblock or whatever got invisible due to drawdistance, cause one has no way of telling that the guy he's seeing is actually behind an obstacle which will eat the bullets instead of the player shot at.

Except of course the hits are calculated on the player pcs and the "invisible" things also have no geometry which would block the bullets. But that would mean that the multiplayer's system just isn't done well - and this in turn would be a really bad excuse.

Also: Why don't just prevent decreasing of drawing distances?
Most >Players< just want to see more detail and you now roobed them of it.
And the hackers will ofc always find a bloody way. Maybe you block them for two weeks but I would be really ******* surprised if you give the players their features back after the cvar block has become useless since the hackers have newer methods.

And ONE more thing.
DepthOfField in multiplayer... You know that is just not professional - and if you (want to) use it to cover up the subpar lod system, it is a new low.

And by the way r_motionblur 0 is bugged/glitched... (slide and look at the sky)

PS: Adam, I am very sorry about the "you" stuff. I am talking to CryTek in general, I am not blaming you personally. I even wanted to replace the you's with Crytek, but I figured I'd miss some along the way anyways, so please don't be mad at me.
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Robyn Howlett
 
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Post » Thu Dec 30, 2010 11:44 pm

+1 Mflash.
That is what I was saying : prevent us from decreasing the draw distance , but let us increase it FFS .
It can 't be that hard , I played a lot of other game where I could improve graphics to take advantage of my rig , and NONE of them had as many cheaters as in crysis 2.
PS. : I hope crytek consider this thread as well ( http://www.gamesas.com/forums/viewtopic.php?t=16455 ) because that bug make the possibility of tweaking LOD an absolute necessity .
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Danger Mouse
 
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Post » Fri Dec 31, 2010 12:16 pm

They really should enable a ADVANCED graphic setting... seriously ! its still a total shame for a PC game no have thoses advanced option.
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Madeleine Rose Walsh
 
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Post » Fri Dec 31, 2010 12:49 am

That makes no sense.

Do usign drawdistance is going to make a difference in multiplayer? It wont. It just makes it so that garbage can doesnt appear out of nowhere as you approach it. No matter how far someone is on your screen, and no matter your drawdistance, you can always see the enemy player when you are supposed to. So no, draw/view distance should be tweakable and based on your computer specs.

Sure the nano vision stuff is obviously something that needs to be fixed. But eliminating shadow/texture/object pop in is something that should be allowed. Theres really no downside.
And when a player is hiding behind a wall/object and that wall/object is not being drawn on your screen because you have low draw distances set and can now see the player?

It's just one example, mind you.

you can lock the value that can't go Below a certain threshold.
remember punkbuster with the cvar list ?
for example you can make a cvar cfg list including limitations and exclusion at server side so when someone enters the server and have a cvar of out bounds it will be automatically changed to nearest allowed value.
then there should be a system that prevents changing those values once inside a server.
this list should be fixed and not modificable for ranked server while it should be free to edit for unranked or private servers.
In this way you have solved all cvar issues and you can make the exe with all cvars enabled so for SP we can play with those as usual ;)
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Kelsey Hall
 
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Post » Fri Dec 31, 2010 6:30 am

That makes no sense.

Do usign drawdistance is going to make a difference in multiplayer? It wont. It just makes it so that garbage can doesnt appear out of nowhere as you approach it. No matter how far someone is on your screen, and no matter your drawdistance, you can always see the enemy player when you are supposed to. So no, draw/view distance should be tweakable and based on your computer specs.

Sure the nano vision stuff is obviously something that needs to be fixed. But eliminating shadow/texture/object pop in is something that should be allowed. Theres really no downside.
And when a player is hiding behind a wall/object and that wall/object is not being drawn on your screen because you have low draw distances set and can now see the player?

It's just one example, mind you.

How about having the engine not cull any walls/objects that people are able to hide behind in the first place?

Or perhaps just enforce a minimum value, so people can extend the draw distance, but not reduce it below, say, the default value of what that value would be when the game is set to the lowest in game option.

That way, those of us who want to maximise their graphics quality can do so, but it can't then be used to gain an unfair advantage.
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naana
 
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Post » Fri Dec 31, 2010 12:10 pm

My 1.2 config cvars... about 95% gfx bugs solved including multigpu flicker..

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 = 4096

r_DetailNumLayers = 2
r_UseMergedPosts = 3
r_UsePOM = 1

r_UseEdgeAA = 2
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_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_ShadowsAdaptScale = 1
e_ShadowsOnAlphaBlend = 1
e_ShadowsResScale = 2.4
r_ShadowBlur = 3
r_ShadowBluriness = 16
r_ShadowsBias = 16

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

<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>


Working after 1.4... is...

r_MultiGPU = 1
cl_fov = 65
pl_movement.power_sprint_targetFov = 72
r_DrawNearFoV = 65
sys_MaxFps = 120

r_TexMaxAnisotropy = 16

r_ColorGrading = 2
r_ColorGradingCharts = 1
r_ColorGradingChartsCache = 0

r_UseEdgeAA = 2

r_Vsync = 1

r_SSAO = 4
r_SSAOQuality = 3
r_SSAODownscale = 0

e_Shadows = 1
e_ShadowsAdaptScale = 1
e_ShadowsOnAlphaBlend = 1
e_ShadowsResScale = 2.4

e_ShadowsCastViewDistRatio = 5.0

e_ShadowsClouds = 1
e_ShadowsMaxTexRes = 2560
e_ShadowsSlopeBias = 16

r_MotionBlur = 2
r_MotionBlurMaxViewDist = 800
r_MotionBlurShutterSpeed = 0.0075
g_radialBlur = 1

Man i feel sad now, any way to revert to 1.2 or block 1,4?? almost tempted to go back to release version... 1.00 or what it was called:p
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Alyesha Neufeld
 
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Post » Fri Dec 31, 2010 8:56 am

can someone make this clear for me then, if CVARs are locak down and due to patches the floating
seriously is it going to be have to run on another app along with the game using more resources or moddify the existing .PAK files meaning if you want to make a mod and make a glitch you need to reinstall the game. quite simply modding this game has become to long winded just because they couldnt impliment a proper anti-cheat system,

business sense it makes this game unsellable as whos going to mod it now if every file used to mod is locked down :?
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Lyndsey Bird
 
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Post » Fri Dec 31, 2010 12:59 pm

That makes no sense.

Do usign drawdistance is going to make a difference in multiplayer? It wont. It just makes it so that garbage can doesnt appear out of nowhere as you approach it. No matter how far someone is on your screen, and no matter your drawdistance, you can always see the enemy player when you are supposed to. So no, draw/view distance should be tweakable and based on your computer specs.

Sure the nano vision stuff is obviously something that needs to be fixed. But eliminating shadow/texture/object pop in is something that should be allowed. Theres really no downside.
And when a player is hiding behind a wall/object and that wall/object is not being drawn on your screen because you have low draw distances set and can now see the player?

It's just one example, mind you.

Who in their right mind is going to give themselves a ridiculous minimum draw distance? I cant see any reason why someone would do that other than to help performance, but there are other things they can do for performance without affecting their own ability to shoot people. Besides, anyone going to that extreme to make the game run is going to be in the vast minority, just like people who use gamepads. So, does it really make sense to make it so everyone has crappy viewdistance and pop in, to make it fair for the people who have to lower draw distances to absured levels to play the game? Nobody wants to shoot at invisible objects/walls.
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Penny Flame
 
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Joined: Sat Aug 12, 2006 1:53 am

Post » Thu Dec 30, 2010 10:45 pm

Who in their right mind is going to give themselves a ridiculous minimum draw distance?
It's not uncommon, especially with non-essential objects like vegetation. Hiding in a bush? Don't think so!

I understand the issue is that most people want to increase these things, rather than decrease to cheat but unfortunately the minority ruin it for the majority and currently the only option is to lock the whole CVar down.

Good points like limiting certain CVars, limiting certain CVars to multiplayer and having ranges on CVars have been raised and these are points that have been brought up internally. Currently we're going through the CVars to see which ones could be allowed without any repercussion from cheaters but with your help, we can determine which CVars are the most popular and see which ones can be added.

So, post up your configs or a list of your most favourite CVars and we can get into it :)

Cheers!
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jesse villaneda
 
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Post » Thu Dec 30, 2010 11:04 pm

Who in their right mind is going to give themselves a ridiculous minimum draw distance?
It's not uncommon, especially with non-essential objects like vegetation. Hiding in a bush? Don't think so!

I understand the issue is that most people want to increase these things, rather than decrease to cheat but unfortunately the minority ruin it for the majority and currently the only option is to lock the whole CVar down.

Good points like limiting certain CVars, limiting certain CVars to multiplayer and having ranges on CVars have been raised and these are points that have been brought up internally. Currently we're going through the CVars to see which ones could be allowed without any repercussion from cheaters but with your help, we can determine which CVars are the most popular and see which ones can be added.

So, post up your configs or a list of your most favourite CVars and we can get into it :)

Cheers!But the CVARS were disabled in multiplayer. So what harm would allowing them in SP do?
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Katie Pollard
 
Posts: 3460
Joined: Thu Nov 09, 2006 11:23 pm

Post » Fri Dec 31, 2010 5:06 am

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?

But the CVARS were disabled in multiplayer. So what harm would allowing them in SP do?
I'm not sure if it's technically possible to separate between SP and MP CVars at the moment. I assume not, which is why they're locked for SP as well.
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Marion Geneste
 
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Post » Thu Dec 30, 2010 11:37 pm

Here are some variables I'd like to have back:

sys_spec_quality

This let us adjust shader quality. Unlike the other sys_spec variables, this one went all the way up to 4.

e_GsmRange

Tweaking this would change the distance between shadow LODs. On default settings, it's very easy to see where shadows suddenly jump up in resolution.

e_GI
e_GIAmount
e_GIIterations
e_GIMaxDistance
e_GINumCascades

These are all the variables that deal with global illumination. It would be nice to have these again.


Finally, there is a setting that should be blacklisted.

e_Shadows

Settings this to 0 turns off shadows completely. This makes the game look hideous, and it could give people an unfair advantage. Go ahead and block this one.
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Nathan Maughan
 
Posts: 3405
Joined: Sun Jun 10, 2007 11:24 pm

Post » Fri Dec 31, 2010 7:08 am

Hi Cry-Adam,

the one I would like to see back is the option to bind keys combined with the "no HUD".

Two reasons, one is the obvious screenshot taking for a lot of people. Second, for me, there was a little to much handholding in the game and disabling the HUD at least removed some of it. However sometimes you get stuck, because the game wants you to press certain keys (right/left mouse, enter, etc.), easily pressing a key and HUD and text was back up, you knew what to do and you could disable the HUD again by pressing a key (no restarting of levels/getting stuck)


So I would like back the following:
bind 8 Hud_Hide 1
bind 7 Hud_Hide 0

One question, is there a cVar/cmd that disables the (halo) glow around objects to show you can interact with them, if so I want that one to ;)

TIA,
Mark
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Aman Bhattal
 
Posts: 3424
Joined: Sun Dec 17, 2006 12:01 am

Post » Fri Dec 31, 2010 10:27 am

What I'd like to have back :'(
r_ShadowJittering
e_GsmLodsNum
e_GsmRange
e_GsmRangeStep
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Matthew Warren
 
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Joined: Fri Oct 19, 2007 11:37 pm

Post » Fri Dec 31, 2010 12:43 am

I agree. Shadow jittering is terrible in default Crysis 2. Wasdie's Advanced Options mod is useless now.
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carley moss
 
Posts: 3331
Joined: Tue Jun 20, 2006 5:05 pm

Post » Fri Dec 31, 2010 10:45 am

Can I have my water settngs back?

r_WaterUpdateFactor
e_WaterTesselationAmount
e_WaterTesselationSwathWidth
r_WaterUpdateDistance
e_WaterOceanFFT
q_ShaderWater
r_WaterReflectionsMinVisiblePixelsUpdate
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Riky Carrasco
 
Posts: 3429
Joined: Tue Nov 06, 2007 12:17 am

Post » Fri Dec 31, 2010 3:01 pm

+1 Mflash.
That is what I was saying : prevent us from decreasing the draw distance , but let us increase it FFS .
It can 't be that hard , I played a lot of other game where I could improve graphics to take advantage of my rig , and NONE of them had as many cheaters as in crysis 2.
PS. : I hope crytek consider this thread as well ( http://www.gamesas.com/forums/viewtopic.php?t=16455 ) because that bug make the possibility of tweaking LOD an absolute necessity .


Yes I only what to increase the draw distance. Why punish us too ? part of the reason I brought this broken game is for the graphics. My rig can handLE it. PLEASE GIVE THOSE OF US WHO WANT TO, A WAY TO MAKE THE BLOODY GRAPHICS LOOK BETTTER IN SP AND MP!!! ITS CRYTEKS FAULT FOR NOT INCLUDING ADVANCED GRAPHICS OPTIONS IN THE FIRST PLACE !!! AND WE SHOULD HAVE TO WAIT FOR THE DX11 PATCH, THAT JUST SILLY !!!
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Life long Observer
 
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Post » Fri Dec 31, 2010 12:59 pm

That makes no sense.

Do usign drawdistance is going to make a difference in multiplayer? It wont. It just makes it so that garbage can doesnt appear out of nowhere as you approach it. No matter how far someone is on your screen, and no matter your drawdistance, you can always see the enemy player when you are supposed to. So no, draw/view distance should be tweakable and based on your computer specs.

Sure the nano vision stuff is obviously something that needs to be fixed. But eliminating shadow/texture/object pop in is something that should be allowed. Theres really no downside.
And when a player is hiding behind a wall/object and that wall/object is not being drawn on your screen because you have low draw distances set and can now see the player?

It's just one example, mind you.

How about having the engine not cull any walls/objects that people are able to hide behind in the first place?

Or perhaps just enforce a minimum value, so people can extend the draw distance, but not reduce it below, say, the default value of what that value would be when the game is set to the lowest in game option.

That way, those of us who want to maximise their graphics quality can do so, but it can't then be used to gain an unfair advantage.


+1
YES !
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danni Marchant
 
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Post » Fri Dec 31, 2010 12:30 pm

Crytek .. what's so difficult to find a real (!) solution against cheaters.
Do you really think CVars are being used for cheating?
C'mon you did well with Crysis & Wars, the CVars there were locked in MP (most of them), and EVERYTHING was unlocked in SP.
What's that now? It's a FAIL.. nothing more :(
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Ricky Rayner
 
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Joined: Fri Jul 13, 2007 2:13 am

Post » Fri Dec 31, 2010 1:01 pm

the whole sys_spec_quality doesn't seem to work, maybe they are just screwing things up intentionally so they can release another useless patch so they can evade the DX11 patch/update.

CryTEK is screwing up more than they are fixing, welcome to EA it seems, under the UBI label **** wasn't this bad tbh (Far Cry)
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Pete Schmitzer
 
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Post » Fri Dec 31, 2010 5:41 am

r_displayinfo=1 is a must.

Can't you guys work on having a unlocked console for single player?(I don't play multiplayer on any game, as I can't be bothered with all the cry babies, that end up calling you a hacker because you have skills, whilst they camp!).
I only want to be able to mod Crysis 2, like I did in Crysis 1 and get the best graphics out of my PC.
You should locked the console for multiplayer. This would be a win win situation for all. (Having a locked console on multiplayer, will give everyone the same handicap.)

Thanks.
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Helen Quill
 
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Post » Fri Dec 31, 2010 6:40 am

Where is my previous post from yesterday where I wrote that the chef of development and the product manager should be fired?
I wrote that I remember clearly, but someone deleted my post. And today I have the same opinion.

But as for the subject: Why on eartch are you narrowing down the graphical options. There are already only 3 or 4? presets in the game menu and the cvars was our last hope.

I have a proposition: maybe Crytek you could deliver us a ticket system like Trac or Mantis so that we could add bugs and errors and etc. and you will have a complete list of things that people think that they need to be fixed? It would be better than this forum because here are tons of posts and reading all this is hard work. Could you please deliver us that kind of system so we could work together?
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StunnaLiike FiiFii
 
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Post » Fri Dec 31, 2010 7:05 am

You should locked the console for multiplayer. This would be a win win situation for all. (Having a locked console on multiplayer, will give everyone the same handicap.)

Thanks.

And how will ppl initiate a votekick without the console?
I know, you don't care about this because you don't play MP, but I play(ed) the MP.
(Now I always cut the internet connection before starting the game, so that it won't auto-update)
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A Boy called Marilyn
 
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Joined: Sat May 26, 2007 7:17 am

Post » Fri Dec 31, 2010 6:26 am

My 1.2 config cvars... about 95% gfx bugs solved including multigpu flicker..

Man i feel sad now, any way to revert to 1.2 or block 1,4?? almost tempted to go back to release version...
Look in this folder (or wherever you installed the game):
...\Electronic Arts\Crytek\Crysis 2\Backup

There should be copies of each version of the Crysis2.exe along with support files. I don't think you need to mess with the other support files, only the executable should be needed to "unlock" the CVars.

Rename your current Crysis2.exe to something like "Crysis2.exe.v1_4" so you won't lose it. Copy the version you want from the Backup folder to the Bin32 folder (may be necessary to name the copy properly "Crysis2.exe"). Run the game with a shortcut to Crysis2.exe (or run whatever you named your previous version). DO NOT run Crysis2Launcher.exe or you will update your files again.

You may be able to run the game from a copy of Crysis2 of whatever version by naming that version's copy differently from "Crysis2.exe" such as "Crysis2.v1_2.exe" then running from a shortcut to the "Crysis2.v1_2.exe", although I haven't tried that.
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Andrea P
 
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