View Full Version : Post your final config for retail crysis here!
mortster
11-17-07, 06:21 AM
To answer my own question about whether the full day/night cycle occurs in the game levels if you just wait. The answer = partially. It would appear each level has a limit on how far the time of day will go and then it stops. For example, level 2 goes from 10 to 15 and then stops. ( I guess this makes sense to stop continuity errors when moving from level to level in the game )
The command time_scale controls the speed of time. I just set it to 100 and watched time accelerate. It was nice standing in the first forest part of level2, looking up at the sun moving quickly over the canopy and all the shadows moving quickly. Amazing stuff.
e_time_of_day shows you the current time, which is updating constantly until it reaches the set limit.
time_scale controls the speed of time in-game.
FastRedPonyCar
11-17-07, 09:22 AM
I'm not quite sure where you're going at pony, I hope you elaborate later on when you learn more and I hope you can do a seperate characterization of the the different variables and their effect on visuals/performance :)
Ok basically what this guy was trying to do was make the whole lighting scheme more dramatic and after going from what I was initially playing through the game looking at to what I think may be a close to final revision on the whole HDR/SSAO value tweaking, he's right in that darker shadows do make a whole heluva lot of difference.
The new values I'm using make the shadows a little darker and the environment overall less washed out (if you could even call it that) but the screen shots speak for themselves.
Below are screen shots. One is original config and the other is my currently modified config and then 2 random screen shots using the current config that I just took becuase I think the buildings in particular look better with this new SSAO/HDR.
I know some of these are redundant. and there are still things I'm working on trying to improve
r_VSync=1
d3d9_TripleBuffering=1
r_ssao_radius=0.1 the lower the better. the higher this number gets, the darker the shadows get. Try going from like .1 to 10 and you'll see.
r_ssao_quality=2 not a huge difference changing this but it does affect the way the shadows look that objects cast. I think 2 looks most realistic.
r_ssao_amount=.7 controls how much shadow effect happens in a way. similar to the radius but not the same effect. past a value of 1 and it starts looking un natrual dark. Too low and it's faded and washed out and shadows aren't as real looking
r_SSAO_darkening=0.6 kinda obvious but it controls how dark globally everything is relating to shadows. Anything past .6 or so looks way too dark and loses texture detail. Where this guy is pulling values over 3 from is beyond me. It looks horrible at anything over 1 and there is no FPS benefit at all.
r_TerrainAO_FadeDist=1 this defines how much shading you see from things like tress and vegetation. The higher the number, the less self shadowing the shrubs and vegetation produce. A value of 1 looks by FAR the best. No affect on FPS. The last 2 pictures in this thread illustrate a fadedist value of 1 and 10.
r_HDRlevel=.8 this one can be adjusted to suite your own tastes. Personally I prefer a little bit extra glow but that's just me. I think a value of .7 or .8 look best and anything past .9 or 1 will start to be too bright and bloomy and cartoon looking but under .6 or so and you won't get the nice sun shine reflection off shiny surfaces like your gun or metal siding and palm tree leaves. **EDIT** at night this level is too high and going back to the default level works best but during the day, the higher HDR levels look better.
r_TexturesStreaming=0 this one is been beaten into the ground at this point.
r_ColorGrading=1 leave as is for more real looking atmospheric colors
r_ShadowJittering=1 again, I leave as is
r_ShadowBlur=0 ok heres another personal preference. This controls how the shadows are blurred (duh). level 1 is sort of speckled and higher than that, it seems like the shadows look too fake. level 1 is ok but on the edge of the shadows you still get the little tiny speckles of black where they're trying to blend it into the surface of the texture or something. Setting this to zero just looks most real to me and it's directly correlated with the shadow texture size. see below
e_gsm_lods_num=4 HUGE performance killer/booster here but also makes a big impact on shadows. Essentially, this controls how near or far the shadows are drawn to you. A value of 4 (default) gives the best performance for what you get on screen ratio. Lowering the value to 3 will give you about 4 extra FPS but you'll now be able to see the shadows coming into view. On the other hand, cranking it to 5 or 6 was absolutely awesome on the eyes as it drew more and more tree self shadowing into the jungle and vegetation but the FPS took a massive nose dive. :(
e_shadows_from_terrain_in_all_lods=1 This has no real affect near you but when set to 1, will essentially draw shadows up on the mountain. A ridge will cast a shadow onto the mountain surface behind it. A must have and no impact on FPS.
r_UseEdgeAA=1 another highly discussed cvar. there is no performance difference on any values but I think at zero, it looks too thin and jagged and on 2, it's too fluffy. 1 is just right to me.
e_shadows_max_texture_size=1024 another big performance item I've discovered. Higher is not better with this. This controls the detail level of the shadows. an example of the 3 values of 768, 1024 and 2048 are shown below with the screenies. I think 2048 looks a little un natrual.. like the shadows are too well defined. Not real at all. On the other hand while, in the 768 screen shot, the low LOD of the leaf shadows does (to me) look most real life like, looking elsewhere, the shadows are big ugly blobs with no definition and I would have preferred to have the 768 near surface level of detail while having just less shadows period drawn on the ground for big long palmtree shadow, but I don't want to have to mess with that since 1024 is a great compromise between the two.
e_view_dist_ratio=60 draws more. I saw no performance hit in any of the areas I took screen shots... may be different in big sprawling locations
e_particles_lod=0.7 couldn't see any difference going from zero to 1 to 5, etc
e_vegetation_min_size=1.5 again, no real difference
e_view_dist_ratio_vegetation=60 draws more plants, cost 1 fps.
q_ShaderShadow=1 didn't mess with this one. I forgot.
r_EyeAdaptationBase=0.1 controls how quickly your eyes adjust to the HDR. the lower the number, the faster they adjust.
r_EyeAdaptationFactor=1 seems to be an off/on effect more or less. the lower the number, the less your eyes adapt to hdr. A value of 0 is full blast acid trip hdr bloom all over.
r_sunshafts = 1
r_WaterGodRays 1
r_UsePOM=0 This sucks up more resources than I thought. In some areas with muddy tire tracks, it ate up 5 fps. Yeah you can tell it's not being used when you stand still and look down at the ground but I don't think it's worth 5 fps when you're moving around the whole time... because you don't notice it not being on when you're actually moving but you DO notice the extra FPS from it being turned off.
r_colorgrading=1
e_water_ocean_fft=1
r_Flares=1
r_Coronas=1
All of these screen shots are my original config I was using vs ssao/shadow tweaking config (all listed above)
http://img.photobucket.com/albums/v212/fastredponycar/Crysis/retail/1a.jpg
http://img.photobucket.com/albums/v212/fastredponycar/Crysis/retail/new1.jpg
http://img.photobucket.com/albums/v212/fastredponycar/Crysis/retail/1d.jpg
http://img.photobucket.com/albums/v212/fastredponycar/Crysis/retail/new3.jpg
http://img.photobucket.com/albums/v212/fastredponycar/Crysis/retail/1b.jpg
http://img.photobucket.com/albums/v212/fastredponycar/Crysis/retail/new.jpg
http://img.photobucket.com/albums/v212/fastredponycar/Crysis/retail/1c.jpg
http://img.photobucket.com/albums/v212/fastredponycar/Crysis/retail/new2.jpg
Shadow texture size comparision 768 -> 1024 -> 2048 Note the frame rates :headexplode:
http://img.photobucket.com/albums/v212/fastredponycar/Crysis/retail/Crysis2007-11-1705-53-26-98.jpg
http://img.photobucket.com/albums/v212/fastredponycar/Crysis/retail/Crysis2007-11-1705-53-08-95.jpg
http://img.photobucket.com/albums/v212/fastredponycar/Crysis/retail/Crysis2007-11-1705-53-00-35.jpg
r_TerrainAO_FadeDist First picture is default setting of 8 and second picture is value of 1 (low as it will go) Not the bushes in the far right.
http://img.photobucket.com/albums/v212/fastredponycar/Crysis/retail/Crysis2007-11-1706-51-04-43.jpg
http://img.photobucket.com/albums/v212/fastredponycar/Crysis/retail/Crysis2007-11-1706-51-00-50.jpg
My head hurts... I'll let all you guys play around with these settings and see what you think and let me know and we can all tweak from there. Remember that I did all these tweaks under 1 time of day lighting condition in 1 location so they could look worse or better depending on location or time of day.
Great overview FastRedPonyCar, I tried ken's settings from ocuk forums, and they do look really nice, but the shadows are a bit dark. Also don't know if the crytek team wanted you to play through the game like that, so I'm trying to find the best visual and performance tweaks possible before playing the game. One good thing about ken's settings were they ran fantastically well, but at the start of the demo the rocks have a bluish tint that's not supposed to be there and on the coast, the sun is far too bright. Under normal settings the coast looks like mid afternoon, but with ken's settings it looks like sunset...
Will mess around with your settings too, like the way you went into detail about each variable. Great work! :)
FastRedPonyCar
11-17-07, 11:57 AM
yeah all of those issues I address with my modifications to his settings. the HDR is the real coin toss becuase a higher hdr level like .7 or .8 look great during daylight but as you say, all glowing and blue at night.
I have all settings set to Very High. When I set Shaders to Medium, the sky & trees look very vibrant blue & green but the rocks don't look as good and the POM doesn't stand out as much.
Is there anyway to get the vibrant colors without losing all of the detail on the Shader settings for everything else?
e_view_dist_ratio=80
e_view_dist_ratio_detail=30
e_view_dist_ratio_vegetation=45
e_detail_materials_view_dist_xy=8192
e_detail_materials_view_dist_z=256
I have all of these values set but I still see twigs on the beach doing the infamous "pop-up" when you're only 5 feet away from them. Anyway to fix that?
I've disabled all the intros when you launch the game except I still see the ESRB one. Anyway to get rid of that one too?
Destroy
11-17-07, 01:06 PM
con_restricted=0
r_displayinfo = 1
e_detail_materials_view_dist_xy = 4096
e_vegetation_sprites_distance_ratio = 1.5
e_view_dist_ratio_vegetation = 50
e_shadows_max_texture_size=2048
r_sunshafts = 1
r_DepthOfField= 1
r_MotionBlur= 1
r_Beams = 1
r_BeamsDistFactor=0.01
r_BeamsMaxSlices=200
r_CloudsUpdateAlways=1
r_WaterReflectionsQuality = 3
r_WaterUpdateFactor = 0.03
r_WaterGodRays = 1
e_water_ocean_soft_particles = 1
e_water_ocean_fft = 1
r_TexAtlasSize = 2048
g_battleDust_enable = 1
;q_renderer=3
;r_colorgrading=1
r_UseEdgeAA=0
r_usepom=0
e_decals_life_time_scale=20
r_TexturesStreaming=0
I did simply switch to all Medium however during certain levels due to frame rates too darn low.
[EOCF] Tim
11-17-07, 01:25 PM
I've disabled all the intros when you launch the game except I still see the ESRB one. Anyway to get rid of that one too?
Go into the sub folder (where you are when you modify the files), it's in there.
Tim']Go into the sub folder (where you are when you modify the files), it's in there.
Thanks :) One question down, 2 to go :D
Compliments to mortster...
con_restricted=0
r_displayinfo=0
r_motionblur=0
r_sunshafts=1
r_useedgeaa=0
;these vars turn on color grading, which gives the very high look
q_renderer=3
r_colorgrading=1
; water very high override
r_WaterRefractions=1
r_WaterReflections=1
r_WaterUpdateFactor=0.05
e_water_tesselation_amount=10
e_water_tesselation_swath_width=10
r_WaterUpdateDistance=0.2
r_WaterCaustics=1
r_WaterReflectionsQuality=4
e_water_ocean_fft=1
q_ShaderWater=2
r_WaterReflectionsMinVisiblePixelsUpdate=0.05
This is simple yet effective. I run 64 bit DX9 exe through Vista 64 with everything set to high and that config. You get very high water and sun shades, etc... great visuals with 25+ fps performance at 1920x1200.
r_WaterRefractions=1
r_WaterReflections=1
r_WaterUpdateFactor=0.05
e_water_tesselation_swath_width=10
r_WaterCaustics=1
r_WaterReflectionsMinVisiblePixelsUpdate=0.05
According to Mad Boris, these values are the same for high - no need to apply them again.
e_water_tesselation_amount=10
e_water_ocean_fft=1
These are great, I also have this :)
r_WaterUpdateDistance=0.2
r_WaterReflectionsQuality=4
I originally abandoned these because I wanted to keep it simple, but I think I'll actually adobt these as well so the water looks more very high'ish, though I sure hope they don't cost much performance, because reading the descriptions and thinking of what they'll do, there are more important parameters for visual quality of the water :)
q_ShaderWater=2
Dude 2 = high, not very high - why would you want this? ;)
Here's what I'm talking about with the Shaders:
http://photo.ringo.com/242/242252470O212078106.jpg
Shaders - Very High
http://photo.ringo.com/242/242252554O816539351.jpg
Shaders - Medium
How can I keep the colorful vibrance of the Medium setting but still keep the very detailed POM of the Very High setting?
I've tried different settings of these Shader commands but can't figure it out:
q_ShaderPostProcess
q_Renderer
q_ShaderGeneral
q_ShaderFX
q_ShaderSky
q_ShaderTerrain
q_ShaderVegetation
q_ShaderWater
q_ShaderMetal
q_ShaderGlass
q_ShaderIce
q_ShadowHDR
q_ShaderShadow
Ok basically what this guy was trying to do was make the whole lighting scheme more dramatic and after going from what I was initially playing through the game looking at to what I think may be a close to final revision on the whole HDR/SSAO value tweaking, he's right in that darker shadows do make a whole heluva lot of difference.
The new values I'm using make the shadows a little darker and the environment overall less washed out (if you could even call it that) but the screen shots speak for themselves.
Below are screen shots. One is original config and the other is my currently modified config and then 2 random screen shots using the current config that I just took becuase I think the buildings in particular look better with this new SSAO/HDR.
I know some of these are redundant. and there are still things I'm working on trying to improve
Ok :)
r_VSync=1
d3d9_TripleBuffering=1
Are you sure that these actually works or makes a difference? I noticed none, which makes sense since 25FPS average and 60hz refreshrate is far from eachother.
r_ssao_radius=0.1 the lower the better. the higher this number gets, the darker the shadows get. Try going from like .1 to 10 and you'll see.
So you like bright looking shadows since you say "lower is better"? Or does this have a good effect on FPS?
r_ssao_quality=2 not a huge difference changing this but it does affect the way the shadows look that objects cast. I think 2 looks most realistic.
Fine if it doesn't lower FPS I'll use this as well :)
r_ssao_amount=.7 controls how much shadow effect happens in a way. similar to the radius but not the same effect. past a value of 1 and it starts looking un natrual dark. Too low and it's faded and washed out and shadows aren't as real looking
I just think I'll leave this at default 1 unless you believe this looks much better or gives better FPS - does it? :)
r_SSAO_darkening=0.6 kinda obvious but it controls how dark globally everything is relating to shadows. Anything past .6 or so looks way too dark and loses texture detail. Where this guy is pulling values over 3 from is beyond me. It looks horrible at anything over 1 and there is no FPS benefit at all.
Again I'll just leave this as default unless you believe it looks much better or gives an FPS - does it? :)
r_TerrainAO_FadeDist=1 this defines how much shading you see from things like tress and vegetation. The higher the number, the less self shadowing the shrubs and vegetation produce. A value of 1 looks by FAR the best. No affect on FPS. The last 2 pictures in this thread illustrate a fadedist value of 1 and 10.
If you say so, I'm taking this one in then :D - I wonder what the default value is though...
r_HDRlevel=.8 this one can be adjusted to suite your own tastes. Personally I prefer a little bit extra glow but that's just me. I think a value of .7 or .8 look best and anything past .9 or 1 will start to be too bright and bloomy and cartoon looking but under .6 or so and you won't get the nice sun shine reflection off shiny surfaces like your gun or metal siding and palm tree leaves. **EDIT** at night this level is too high and going back to the default level works best but during the day, the higher HDR levels look better.
Ok I'll just keep it at the default 0.6 then ;)
r_TexturesStreaming=0 this one is been beaten into the ground at this point.
Ya the mountaintextures fix.. It only helps/affects the 32bit users though right? I'll just keep it in my config for their sake.
r_ColorGrading=1 leave as is for more real looking atmospheric colors
Agreed, I'm also using this :)
r_ShadowJittering=1 again, I leave as is
What is this? From the sound of it, I think I prefer a value of 1 as well, but an explaination would be nice :)
r_ShadowBlur=0 ok heres another personal preference. This controls how the shadows are blurred (duh). level 1 is sort of speckled and higher than that, it seems like the shadows look too fake. level 1 is ok but on the edge of the shadows you still get the little tiny speckles of black where they're trying to blend it into the surface of the texture or something. Setting this to zero just looks most real to me and it's directly correlated with the shadow texture size. see below
So this is what's causing some shadows to look like a collection of tiny dots up close? I'm taking this one in also :D
e_gsm_lods_num=4 HUGE performance killer/booster here but also makes a big impact on shadows. Essentially, this controls how near or far the shadows are drawn to you. A value of 4 (default) gives the best performance for what you get on screen ratio. Lowering the value to 3 will give you about 4 extra FPS but you'll now be able to see the shadows coming into view. On the other hand, cranking it to 5 or 6 was absolutely awesome on the eyes as it drew more and more tree self shadowing into the jungle and vegetation but the FPS took a massive nose dive. :(
Great, gonna use this one - is this the secret to the performance gain of that original dark config? :D
e_shadows_from_terrain_in_all_lods=1 This has no real affect near you but when set to 1, will essentially draw shadows up on the mountain. A ridge will cast a shadow onto the mountain surface behind it. A must have and no impact on FPS.
This is default on both high and very high setting so no need to apply this one? :)
r_UseEdgeAA=1 another highly discussed cvar. there is no performance difference on any values but I think at zero, it looks too thin and jagged and on 2, it's too fluffy. 1 is just right to me.
I haven't really played so much with this setting so I was just using 2. I'll take your word for it, changing to 1 :)
e_shadows_max_texture_size=1024 another big performance item I've discovered. Higher is not better with this. This controls the detail level of the shadows. an example of the 3 values of 768, 1024 and 2048 are shown below with the screenies. I think 2048 looks a little un natrual.. like the shadows are too well defined. Not real at all. On the other hand while, in the 768 screen shot, the low LOD of the leaf shadows does (to me) look most real life like, looking elsewhere, the shadows are big ugly blobs with no definition and I would have preferred to have the 768 near surface level of detail while having just less shadows period drawn on the ground for big long palmtree shadow, but I don't want to have to mess with that since 1024 is a great compromise between the two.
Mad Boris says this should be 1024 on high and very high, so this shouldn't be necessary?
e_view_dist_ratio=60 draws more. I saw no performance hit in any of the areas I took screen shots... may be different in big sprawling locations
Ok great... but accordong to Mad Boris it's 60 on all setting levels except low, so this should be unnecessary right?
e_particles_lod=0.7 couldn't see any difference going from zero to 1 to 5, etc
Ok I'll just keep it at default 1 then.
e_vegetation_min_size=1.5 again, no real difference
There is a difference in both image quality and performance for me as descriped, but I think it's worth the performance hit. Makes the distant trees somewhat, maybe even fully rendered, not sprites at very long ranges. Though since changing to the 169.09 it doesn't seem to make a difference to FPS all of the sudden whether it's on 1.0 or 1.5.. weird.
e_view_dist_ratio_vegetation=60 draws more plants, cost 1 fps.
Yup I'm using this too. But I guess I could upgrade it from very high setting of 45 to 60 as well if you say it only costs 1 FPS. Yeah I'm gonna change to 60 :)
q_ShaderShadow=1 didn't mess with this one. I forgot.
Performance saver perhaps? I'm changing it from 1 to 3 as well anyway..
r_EyeAdaptationBase=0.1 controls how quickly your eyes adjust to the HDR. the lower the number, the faster they adjust.
r_EyeAdaptationFactor=1 seems to be an off/on effect more or less. the lower the number, the less your eyes adapt to hdr. A value of 0 is full blast acid trip hdr bloom all over.
Ok I'm just gonna leave this on default, happy as it is and I can't find the default values :/
r_sunshafts = 1
r_WaterGodRays 1
Agreed on sunshafts, but MB Says that watergodrays are set to 1 on high settings. This is one instance where I think he is wrong however since I saw no watergodrays when diving on high, but they were definently there on very high. I'm using this as well.
r_UsePOM=0 This sucks up more resources than I thought. In some areas with muddy tire tracks, it ate up 5 fps. Yeah you can tell it's not being used when you stand still and look down at the ground but I don't think it's worth 5 fps when you're moving around the whole time... because you don't notice it not being on when you're actually moving but you DO notice the extra FPS from it being turned off.
Hmm.. I can definently see your point about the tracks, but there are other scenes where I think I'd be more happy with this turned on. I'm gonna leave it at 1 for now, may change if I find performance too bad.
r_colorgrading=1
e_water_ocean_fft=1
Agreed.
r_Flares=1
r_Coronas=1
What does these really do? MB says they are set to 1 on high settings, so I see no reason to have these?
ANYWAY, whew that was a lot of settings, looking foward to your response. However RedPony, I am especially and VERY interested in just knowing the parameters that gives better performance since I can see that you get that with your config compared to whatever you compared it to, and furthermore what makes Ken's config (guy from the ocuk forums) so well performing according to several people. I'd love to have his performance boosting commands in my own tweak, but leave out all the shadow and darkness adjustments :)
Nanosuitguy
11-17-07, 06:42 PM
lol Gaco, long quotes FTW :P... Anyway thanks pony for this great long wall of text.
I got some questions, what is correct this; "r_ssao_radius=0.1" or this; "r_ssao_radius = 0.1" Is it suppose to be spaces there or doesn't it matter?
Also why do you put "r_HDRlevel=.8" and not "r_HDRlevel=0.8" ? isn't its suppose to be a 0 there? What would be right?
Shall i put ponys commands in an autoexec.cfg or in something else?
FastRedPonyCar
11-17-07, 07:15 PM
it works with the zero before the decimal or not.
Gaco, I think that ken's settings suck out so much color that the engine isn't having to render as much as quickly. He's trying to compensate for this by just overdoing the shadowing which kills the colors and detail in the shadows and as anyone who tried his original settings could see, there were wierd graphics anomolies that accompanied his settings like the wierd glow around the player's gun/hands and grass looked fluffy and blurry.
keeping the ssao_amount under a value of 1 yeilds better shadows but doesn't have the wierd glow effect.
I think the game uses e_gsm_lod_num = 4 by default. Ken's original config had this as the same value.
To be honest, I only saw a couple extra FPS between my original very high settings and what I've got now.
The main 2 FPS boosters I've found is keeping shadows down to 1024 (I was using 2048 earlier) and turning off POM. Try it. You would think POM is something you can't live without now that we've seen it but the game still does do a certain degree of POM so you're not TOTALLY out and just that extra 3~5 fps you gain makes a noticable difference.
I mean... dig these frame rates... especially in this first pic. It may be time for some AA :captnkill:
http://img.photobucket.com/albums/v212/fastredponycar/Crysis/retail/Crysis2007-11-1710-02-25-51.jpg
http://img.photobucket.com/albums/v212/fastredponycar/Crysis/retail/Crysis2007-11-1707-40-37-96.jpg
Nanosuitguy
11-17-07, 07:22 PM
Nice pics pony, but you didn't tell me wether to use "e_detail_materials_view_dist_xy = 4096" or "e_detail_materials_view_dist_xy=4096" Does it matter if theres spaces there or not?
Also, is r_WaterReflectionsQuality = 3 prettier than 4? according to Boris 3 is used for Ultra tweak... One more thing, shall i put the commands in an autoexec.cfg?
Please someone answer these questions!
six_storm
11-17-07, 07:33 PM
IMO, color grading makes the colors worse. I'd rather have it like FarCry and have bright, vivid colors rather than washed out. I'm still tweaking mine . . .
sys_spec_GameEffects = 3
sys_spec_ObjectDetail = 3
sys_spec_Particles = 3
sys_spec_Physics = 3
sys_spec_PostProcessing = 3
sys_spec_Quality = 3
sys_spec_Shading = 3
sys_spec_Shadows = 2
sys_spec_Texture = 3
sys_spec_VolumetricEffects = 3
sys_spec_Water = 3
sys_spec_Sound = 3
q_renderer = 3
r_sunshafts = 1
r_colorgrading = 0
r_UsePOM = 1
r_TexturesStreaming=0
r_UseEdgeAA = 2
r_WaterGodRays = 1
r_motionblur= 0
r_SSAO_amount = 1
r_SSAO = 1
e_water_ocean_fft = 1
e_water_tesselation_amount = 10
e_detail_materials_view_dist_xy = 4096
e_detail_materials_view_dist_z = 256
e_view_dist_ratio_vegetation = 45
es_DebrisLifetimeScale = 1
g_battleDust_enable = 1
g_ragdollDistance = 40
g_ragdollMinTime = 20
q_Renderer = 3
q_ShaderFX = 3
q_ShaderGeneral = 3
q_ShaderGlass = 3
q_ShaderHDR = 3
q_ShaderIce = 3
q_ShaderMetal = 3
q_ShaderPostProcess = 3
q_ShaderShadow = 3
q_ShaderSky = 3
q_ShaderTerrain = 3
q_ShaderVegetation = 3
q_ShaderWater = 3
e_vegetation_sprites_distance_ratio = 1.5
Based on Gaco's system.cfg . . . thanks man! :D
With Color Grading
http://img407.imageshack.us/img407/7137/crysis2wm6.jpg
Without Color Grading
http://img407.imageshack.us/img407/8799/crysis1un3.jpg
FastRedPonyCar
11-17-07, 07:58 PM
Nice pics pony, but you didn't tell me wether to use "e_detail_materials_view_dist_xy = 4096" or "e_detail_materials_view_dist_xy=4096" Does it matter if theres spaces there or not?
Also, is r_WaterReflectionsQuality = 3 prettier than 4? according to Boris 3 is used for Ultra tweak... One more thing, shall i put the commands in an autoexec.cfg?
Please someone answer these questions!
In DX9, you have to use water reflections quality 3. I haven't done anything extensive with view distance but I do know that with 4096 Z view distance, there are abnormal vegetation popups on distant hills so really I prefer 2048.
Nanosuitguy
11-17-07, 08:06 PM
In DX9, you have to use water reflections quality 3. I haven't done anything extensive with view distance but I do know that with 4096 Z view distance, there are abnormal vegetation popups on distant hills so really I prefer 2048.
No i am speaking about the spaces between the "=" letter for the love of god!
Is it suppose to be "r_UseEdgeAA=2" or "r_UseEdgeAA = 2" Witch one is correct? Is those spaces useless?
About the detail_materials_view_dist_xy, you should use 4096 it makes it look alot better. Check this comparision shot; http://img147.imageshack.us/img147/16/edetailmaterialsviewdisuz8.jpg
Nanosuitguy: I use it with spaces (example: "r_UseEdgeAA = 2"), dunno if you works without, but I know it works with spaces ;)
Pony.. mkay.. Well I'm done tweaking, I think I'm just gonna stick with my original 1.0 config after all. I tried a stripped-down version of the config and an experimental version with extra things added that I got from pony. Here's the benchmark results:
sys_spec_GameEffects = 3
sys_spec_ObjectDetail = 3
sys_spec_Particles = 3
sys_spec_Physics = 3
sys_spec_PostProcessing = 3
sys_spec_Quality = 3
sys_spec_Shading = 3
sys_spec_Shadows = 2
sys_spec_Texture = 3
sys_spec_VolumetricEffects = 3
sys_spec_Water = 3
sys_spec_Sound = 3
q_renderer = 3
r_sunshafts = 1
r_colorgrading = 1
r_UsePOM = 1
r_UseEdgeAA = 1
r_WaterGodRays = 1
e_water_ocean_fft = 1
e_water_tesselation_amount = 10
e_detail_materials_view_dist_xy = 4096
e_detail_materials_view_dist_z = 256
g_battleDust_enable = 1
^^Average FPS around 23 FPS.
sys_spec_GameEffects = 3
sys_spec_ObjectDetail = 3
sys_spec_Particles = 3
sys_spec_Physics = 3
sys_spec_PostProcessing = 3
sys_spec_Quality = 3
sys_spec_Shading = 3
sys_spec_Shadows = 2
sys_spec_Texture = 3
sys_spec_VolumetricEffects = 3
sys_spec_Water = 3
sys_spec_Sound = 3
q_renderer = 3
r_sunshafts = 1
r_colorgrading = 1
r_UsePOM = 1
r_TexturesStreaming=0
r_UseEdgeAA = 2
r_WaterGodRays = 1
e_water_ocean_fft = 1
e_water_tesselation_amount = 10
e_detail_materials_view_dist_xy = 4096
e_detail_materials_view_dist_z = 256
e_view_dist_ratio_vegetation = 45
es_DebrisLifetimeScale = 1
g_battleDust_enable = 1
g_ragdollDistance = 40
g_ragdollMinTime = 20
q_Renderer = 3
q_ShaderFX = 3
q_ShaderGeneral = 3
q_ShaderGlass = 3
q_ShaderHDR = 3
q_ShaderIce = 3
q_ShaderMetal = 3
q_ShaderPostProcess = 3
q_ShaderShadow = 3
q_ShaderSky = 3
q_ShaderTerrain = 3
q_ShaderVegetation = 3
q_ShaderWater = 3
e_vegetation_sprites_distance_ratio = 1.5
^^ This is may original 1.0 config - gives me around 22 FPS average.
sys_spec_GameEffects = 3
sys_spec_ObjectDetail = 3
sys_spec_Particles = 3
sys_spec_Physics = 3
sys_spec_PostProcessing = 3
sys_spec_Quality = 3
sys_spec_Shading = 3
sys_spec_Shadows = 2
sys_spec_Texture = 3
sys_spec_VolumetricEffects = 3
sys_spec_Water = 3
sys_spec_Sound = 3
q_renderer = 3
r_sunshafts = 1
r_colorgrading = 1
r_UsePOM = 0
r_TexturesStreaming=0
r_UseEdgeAA = 1
r_WaterGodRays = 1
e_water_ocean_fft = 1
e_water_tesselation_amount = 10
r_WaterUpdateDistance=0.2
r_WaterReflectionsQuality=4
e_detail_materials_view_dist_xy = 4096
e_detail_materials_view_dist_z = 256
e_view_dist_ratio_vegetation = 60
e_vegetation_sprites_distance_ratio = 1.5
es_DebrisLifetimeScale = 1
g_battleDust_enable = 1
g_ragdollDistance = 40
g_ragdollMinTime = 20
q_Renderer = 3
q_ShaderFX = 3
q_ShaderGeneral = 3
q_ShaderGlass = 3
q_ShaderHDR = 3
q_ShaderIce = 3
q_ShaderMetal = 3
q_ShaderPostProcess = 3
q_ShaderShadow = 1
q_ShaderSky = 3
q_ShaderTerrain = 3
q_ShaderVegetation = 3
q_ShaderWater = 3
r_ssao_quality=2
r_ShadowJittering = 1
r_ShadowBlur=0
e_gsm_lods_num = 4
Some extra things added and tweaked, gave me around 21 FPS.
Dunno I don't feel like losing 1 FPS on:
r_WaterUpdateDistance=0.2
r_WaterReflectionsQuality=4
r_ssao_quality=2
r_ShadowJittering = 1
r_ShadowBlur=0
e_gsm_lods_num = 4
(edit: just read pony's post, so apparently water reflection quality only goes up to 3 in DX9.. that's kinda obvious actually, so ok :))
And I don't have any more patience to test which of the mentioned settings made the 1FPS difference. Any of the above you think is must-have, pony? Otherwise I'm gonna stick to my original, just with EdgeAA=1 ;)
DiscipleDOC
11-17-07, 08:37 PM
Ok...I'm a n00b. How do I apply these changes? What file do I need to change?
Ok...I'm a n00b. How do I apply these changes? What file do I need to change?
You don't need to change any files, that's the beauty, you only need to create a file called system.cfg; use nodepad and copy all the commands lines in you want, then save it as "system.cfg" and it'll be saved as the correct format. Place the file in the main Crysis folder (det one that also contains Bin32, Bin64 etc.) ;)
any crysis config suggestions for the ff specs?
core2duo e6420 @3.2ghz
2gb ram
8800GT (stock)
1280x1024 (no AA)
my desired FPS = 30-35 (minimum)
any crysis config suggestions for the ff specs?
core2duo e6420 @3.2ghz
2gb ram
8800GT (stock)
1280x1024 (no AA)
my desired FPS = 30-35 (minimum)
at 1280x1024, dx9 w/ all @ high should be no problem for 30-35fps mins (most of the time) and it shouldn't dip much below that. 1680x1050 w/ all @ high (what I play at with my GT) would be pushing it, but I generally get 25fps or more.
i forgot... i want some very high graphics settings but not all. i want a mix of very high, high and medium settings.
-sunshafts
-very high water
-decent textures
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