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Old 07-12-09, 01:56 AM   #13
pakotlar
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Posts: n/a
Default Re: New GTX 275 = ZOMG

This is my current config:

Uses the CCC lvl-6, then tweaks a lot of things based on my research, experimentation, and some posts over at b3d. I think this is the best cfg you can get for a mid-high to high end setup (sans SLI). On my machine I get roughly 33-45fps at 1680*1050, in 90% of scenarios. More toward the higher end of the spectrum. The lowest I've seen it is ~28fps, in one of the wide open vistas (the rice fields, right before you get to the place where that scientist has the convo with the korean general in the bunker):

Kotlar cfg; Based off Lvl-6 CCC cfg (used as base)

;File Release Version = 2.21
;Config Version = LVL-6 [" VERY HIGH "] Config
;Operating System = DX9 Windows XP/Vista 32/64
;File Name = Autoexec.cfg

;[~]SETS IN-GAME GRAPHICS SETTINGS TO LOW AUTOMATICALLY[~]

sys_spec_Full = 1
sys_spec_ObjectDetail = 1
sys_spec_Shading = 1
sys_spec_VolumetricEffects = 1
sys_spec_Texture = 4
sys_spec_Physics = 1
sys_spec_PostProcessing = 1
sys_spec_Particles = 1
sys_spec_Sound = 4
sys_spec_Shadows = 4
sys_spec_Water = 4
sys_spec_GameEffects = 1

;[~]CUSTOMIZE THESE SETTINGS TO YOUR OWN COMPUTER[~]

con_restricted = 0
r_width =
r_height =
r_VSync = 0
d3d9_TripleBuffering = 1
r_displayinfo = 0
sys_physics_CPU = 0

;[~]BASE PERFORMANCE BOOSTERS[~]

e_cbuffer = 2
cl_hitBlur = 0
cl_hitShake = 1
r_GeomInstancing = 1
e_particles_thread = 1
es_ondemandphysics = 1
gpu_particle_physics = 1
r_CullGeometryForLights = 1
e_vegetation_static_instancing = 0
e_terrain_occlusion_culling = 1
e_terrain_occlusion_culling_version = 0
e_terrain_occlusion_culling_max_dist = 400
r_rain = 1
r_RainMaxViewDist = 32
e_occlusion_culling_view_dist_ratio = 1


;[~]CUSTOMIZE FOR YOUR CUSTOM SCREENSHOT SETTINGS[~]; ONLY WORK in the EDITOR (Sandbox 2)

e_screenshot_width = 2048
e_screenshot_height = 1536
e_screenshot_quality = 100
e_screenshot_file_format = jpg

;[~]SPEAKER CONFIGURATION SETTINGS[~]

s_SpeakerConfig = 5

;[~]CUSTOM HIGH DYNAMIC RANGE SETTINGS[~]

r_HDRRendering = 2
r_HDRLevel = 1.2
r_HDRBrightOffset = 35.3
r_HDRBrightThreshold = 7
r_Glow = 1
r_GlowScreenMultiplier = 0.4

;[~]CUSTOM AMBIENT OCCLUSION SETTINGS[~]

e_terrain_ao = 1
r_TerrainAO = 7
r_TerrainAO_FadeDist = 12

;[~]CUSTOM SCREEN-SPACE AMBIENT OCCLUSION SETTINGS[~]

r_SSAO = 1
r_SSAO_amount = 1
r_SSAO_blur = 4
r_SSAO_blurriness = 1
r_SSAO_darkening = 0.35
r_SSAO_quality = 2
r_SSAO_radius = 1.6

;[~]OBJECT-QUALITY SETTINGS[~]

e_view_dist_custom_ratio = 150
r_distant_rain =1
e_obj_quality = 4
e_proc_vegetation = 1
ca_useDecals = 1
e_decals = 1
e_decals_allow_game_decals = 1
e_decals_life_time_scale = 2
e_lod_ratio = 6
e_lod_min = 0
e_lods=1
e_view_dist_ratio_detail = 80
e_view_dist_ratio_vegetation = 50
e_vegetation_min_size = 1
i_rejecteffects = 1
e_vegetation_bending = 2
sys_flash_curve_tess_error = 4
e_view_dist_ratio = 65
e_max_view_dst_spec_lerp = 1
e_vegetation_sprites_distance_custom_ratio_min = 1.1
e_vegetation_sprites_distance_ratio = 1.6
e_detail_materials_view_dist_z = 256
es_DebrisLifetimeScale = 1
e_cbuffer_resolution = 256
e_dissolve = 1
ca_DrawFaceAttachments = 1
ca_AttachmentCullingRation = 200

;[~]GAME EFFECTS SETTINGS[~]

i_lighteffects = 1
i_lighteffectShadows=3
g_ragdollMinTime = 15.0
g_ragdollUnseenTime = 2
g_ragdollDistance = 35.0
g_battleDust_enable = 1

;[~]PARTICLE SETTINGS[~]

e_particles_quality = 4
e_particles_lod = 1
e_particles_lights = 1
e_particles_receive_shadows = 0
r_UseSoftParticles = 1
e_water_ocean_soft_particles = 1
e_particles_object_collisions = 1
e_particles_max_emitter_draw_screen = 32
r_UseParticlesRefraction = 1

;[~]PHYSICS SETTINGS[~]

e_cull_veg_activation = 50
g_joint_breaking = 1
g_tree_cut_reuse_dist = 0
p_max_MC_iters = 5000
e_phys_foliage = 2
e_vegetation_wind = 1
es_MaxPhysDist = 150
es_MaxPhysDistInvisible = 15
e_phys_ocean_cell = .5
e_foliage_wind_activation_dist = 25
g_breakage_particles_limit = 150
v_vehicle_quality = 4
p_max_substeps_large_group = 5
p_num_bodies_large_group = 100
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


;[~]POST PROCESSING EFFECTS SETTINGS[~]

r_PostProcessEffects = 1
r_MotionBlur = 1
r_Flares = 1
r_Coronas = 1
r_UseEdgeAA = 2
r_sunshafts = 1
r_colorgrading = 1
r_WaterGodRays = 1
r_DepthOfField = 1
g_Dof_Ironsight = 1

;[~]SHADER QUALITY SETTINGS[~]

q_ShaderGeneral = 3
q_ShaderMetal = 3
q_ShaderGlass = 3
q_ShaderVegetation = 3
q_ShaderIce = 3
q_ShaderTerrain = 3
q_ShaderShadow = 2
q_ShaderFX = 3
q_ShaderPostProcess = 3
q_ShaderHDR = 3
q_ShaderSky = 3
q_Renderer = 3
r_LightsSinglePass = 0

;[~]SPECIFIC SHADER SETTINGS[~]

e_sky_type = 1
e_sky_update_rate = 1
r_DetailTextures = 1
r_DetailNumLayers = 2
r_DetailDistance = 10
e_ram_maps = 1
e_vegetation_use_terrain_color = 1
e_max_entity_lights = 11
r_UsePom = 0
r_EnvTexUpdateInterval = 0.01
r_TexturesFilteringQuality = 0
r_HairSortingQuality = 1
r_FillLights = 14
e_particles_lights = 1

;[~]SHADOW SETTINGS[~]

e_gsm_cache = 1
e_shadows = 1
r_ShadowJittering = 1.5
e_shadows_max_texture_size = 1024
e_shadows_cast_view_dist_ratio = .8
e_shadows_on_alpha_blended = 1
e_shadows_from_terrain_in_all_lods = 0
e_gsm_lods_num = 6
e_gsm_range = 4
e_gsm_range_step = 2
r_ShadowBlur = 0
e_shadows_clouds = 1
e_gsm_cache_lod_offset=2 (<--- change this to speed up global shadow refresh...at this rate it is not noticeable except in rare instances (such as helicopter casting shadow)...fps hit is about 10% per level in maxed out and shadow heavy scenes... 3 is pretty much perfect, but 2 gives noticeable fps boost)

;[~]SOUND SETTINGS[~]

s_FormatSampleRate=48000
s_CacheSize=80
s_MPEGDecoders=32
s_Obstruction=1
s_ObstructionAccuracy=1
s_ObstructionUpdate=0.1
s_SoundMoodsDSP=1
s_VariationLimiter=1.0
s_ReverbType=2

;[~]TEXTURE SETTINGS[~]

sys_LowSpecPak=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
sys_flash_edgeaa=1

;[~]VOLUMETRIC EFFECTS SETTINGS[~]

r_Beams = 3
r_BeamsDistFactor = 0.05
r_BeamsMaxSlices = 160
e_Clouds = 1
r_CloudsUpdateAlways = 0

;[~]OCEAN/WATER SETTINGS[~]

r_WaterRefractions=1
r_WaterReflections=1
r_WaterUpdateFactor=0.01
e_water_tesselation_amount=10
e_water_tesselation_swath_width=10
r_WaterUpdateDistance=0.2
r_WaterCaustics=1
r_WaterReflectionsQuality=3
e_water_ocean_fft=1
q_ShaderWater=3
r_WaterReflectionsMinVisiblePixelsUpdate = 0.05

;[~]FOR HIGH-DETAIL ON MOUNTAINS[~]*KEY*=Important

e_terrain_normal_map = 1
e_terrain_lod_ratio = 1
e_terrain_texture_lod_ratio = 1
e_detail_materials_view_dist_xy = 4096
r_TexturesStreaming = 0

sorry, not sure how to do the "code" tag. use AF with this (enable in cntrl panel).

this gives much nicer quality than lvl-6, and better img quality for the most part compared to very-high. the only things missing are object motion blur, and the update rate on some global shadow casts is a bit slow (can change easily, see above).
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