|
|
#13 | |
|
Registered User
Join Date: Nov 2007
Location: Florida, USA
Posts: 210
|
Great config, Im going to be using it now!
|
|
|
|
|
|
|
#14 | |
|
Resident Tire Destroyer
|
Quote:
I have no idea hy the eye adaptation is reverting back to .55 ![]() I may try and copy/paste it in again at the bottom of the config to see if that makes any difference. I didn't see it in any of the other CVAR config files.
__________________
- Desktop - Core I7 D0 revision 920 @ 3.75 ghz - XSPC Rasa 750 RS240 H2o Cooling - EVGA GTX 680 @1325mhz - ASUS P6T Deluxe - 128 gig Crucial RealSSD C300 - 150 gig Velociraptor +2.75 Terrabytes of WD Sata 3.0 storage - 12 Gigs Mushkin DDR3 1600 - 910 watt PC P&C PSU - Saffire Pro 40 firewire audio interface w/ Adam A7 studio monitors - Corsair Obsidian 650D case - Win 7 Pro x64 - PCBank 2700 27" LED - Laptop - MSI 16F2-012 - i7 2630QM - GTX570m @ 750Mhz - 8 gigs HyperX 1866 - 120 gig OCZ Vertex 3 SSD- 750 gig Scorpio Black - BluRay - 95% Gamut Screen - IC Diamond goop |
|
|
|
|
|
|
#15 | |
|
Guest
Posts: n/a
|
Quote:
Also I removed your config to try out lifesis and I hated it, I had to uninstall and re-apply your config immediately! Will this config work in Warhead as well? I need to give it a try later this afternoon. Great job on the config, i'm loving it. |
|
|
|
|
#16 | |
|
Resident Tire Destroyer
|
that's what I'm wondering if it will work in warhead as well. i'm betting it will work just fine.
regarding my own bechmarks, yeah I ran them 1900X1200 W/no AA and it averages high 30's. I use the standard GPU benchmark crytek provides.
__________________
- Desktop - Core I7 D0 revision 920 @ 3.75 ghz - XSPC Rasa 750 RS240 H2o Cooling - EVGA GTX 680 @1325mhz - ASUS P6T Deluxe - 128 gig Crucial RealSSD C300 - 150 gig Velociraptor +2.75 Terrabytes of WD Sata 3.0 storage - 12 Gigs Mushkin DDR3 1600 - 910 watt PC P&C PSU - Saffire Pro 40 firewire audio interface w/ Adam A7 studio monitors - Corsair Obsidian 650D case - Win 7 Pro x64 - PCBank 2700 27" LED - Laptop - MSI 16F2-012 - i7 2630QM - GTX570m @ 750Mhz - 8 gigs HyperX 1866 - 120 gig OCZ Vertex 3 SSD- 750 gig Scorpio Black - BluRay - 95% Gamut Screen - IC Diamond goop |
|
|
|
|
|
|
#17 | |
|
Guest
Posts: n/a
|
Quote:
I'm building an SFF box for my dad to game on (his x2/7800gtx rig is a bit outdated). So i'm getting him a Sugo SG05, C2D 8400 (or C2D 7400 and overclocked), 4gb, zotac 9300 and not sure what gpu yet. I was thinking either a 9800GT or GTS 250 (looking to keep this "cheap"). |
|
|
|
|
#18 | |
|
Guest
Posts: n/a
|
Code:
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 = 0 i_rejecteffects = 1 e_vegetation_bending = 2 sys_flash_curve_tess_error = 2 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 |
|
|
|
|
#19 |
|
Resident Tire Destroyer
|
yours is pretty good but still lacking in some areas, notably the vegetation. note the two screenshots. One of yours, one of mine about half way through the optimization process. mine draws more vegetation and objects like rocks and stuff and has higher fps.
http://img.photobucket.com/albums/v2...t6/kotlar7.jpg http://img.photobucket.com/albums/v2...set6/frpc7.jpg It also doesn't address any of the HDR eye adaptation settings so in low light or darkness, the world is near pitch black.
__________________
- Desktop - Core I7 D0 revision 920 @ 3.75 ghz - XSPC Rasa 750 RS240 H2o Cooling - EVGA GTX 680 @1325mhz - ASUS P6T Deluxe - 128 gig Crucial RealSSD C300 - 150 gig Velociraptor +2.75 Terrabytes of WD Sata 3.0 storage - 12 Gigs Mushkin DDR3 1600 - 910 watt PC P&C PSU - Saffire Pro 40 firewire audio interface w/ Adam A7 studio monitors - Corsair Obsidian 650D case - Win 7 Pro x64 - PCBank 2700 27" LED - Laptop - MSI 16F2-012 - i7 2630QM - GTX570m @ 750Mhz - 8 gigs HyperX 1866 - 120 gig OCZ Vertex 3 SSD- 750 gig Scorpio Black - BluRay - 95% Gamut Screen - IC Diamond goop |
|
|
|
|
|
#20 | |
|
Guest
Posts: n/a
|
Quote:
Your TerrainAO fade dist is .1! That must look GREAT haha. Hows the shadow popup working for you (check the rocks, as you move closer, their self shadowing will pop in). So I see that you increased LOD_ratio. I haven't messed with that very much. My goal was to make object and vegetation pop not noticeable, so I extended draw distance of main objects out a bit further. You have a 65 vegetation draw distance, which drops performance ~ 10% - 15%. That's not worth seeing those little shrubs at the top of the mountain to me. Other things I noticed: Your physics settings are totally unoptimized, and you will see a really nice FPS drop with those settings during explosions. I get nearly none. Your edge AA setting is at 1, which offers almost no real edge AA (1 is awful looking). 2 gives little drop and much nicer quality. Your particle settings are simpler, and you are missing some of the effects that mine includes (like shadows cast from weapon fire) which can really add to immersion IMO. Lol @ physics: p_num_bodies_large_group = 6w0 that isn't a returnable value. My config actually draws MORE objects than yours does, as my draw distance is further out both for LOD objects (at 65 vs 60 for you) and object details (80 vs your 33), and my DetailDistance is 20% further. My cfg gives literally no pop-in (some v. minor fade in) and has enough vegetation draw distance that it beats out v.high cfg (which has almost no pop in). I'd wager I'll be getting something like 35fps on avg while you'd get ~ 30. I'd be interesting to bench a few scenes. The reason you are seeing fewer objects in my SS is because I for some reason have a 1 setting for vegetation min size. Check the remark in the EDIT: below. Your AO is also using low quality settings, while mine uses the v.high quality settings. I turned AO radius down to 1.6 because beyond that it looks weird, introduces some artifacts. Your AO settings are basically what Crysis High cfg uses. So really, the only thing I see about your cfg is that you draw vegetation at a value of 65, which offers very little in draw improvements beyond the background which you don't notice at all during gameplay, increasing overhead, and you sacrifice quality in every other area. I made a tradeoff for DOF level (1 in mine vs 2 in yours and v.high) because, 1. DOF 2 looks like crap and 2. it costs a bunch of frames (like 10%). For anyone that doesnt know, that's what blurs out the mountains in crysis. I was just in Vail, CO, and the mountains don't look blurry in real life. So yeah, your cfg draws more trees in the background, but mine does more of literally everything else. I also draw more grass. BAM! In fact, 60% further out. You have e_vegetation_sprites_distance_ratio = 1 vs my e_vegetation_sprites_distance_ratio = 1.6 . V.high is 1.5. EDIT: Change vegetation min size to 0. That's why you see more vegetation in yours. That'll fix it. Dunno why it came out like that, I use a 0 setting. btw your shadow settings are lower quality than mine. You have more pop in. I have both a further out GSM draw disance, and more LOD steps so the LOD transitions aren't very noticeable. Took me a lot of work to get rid of any shadow draw distance issues without a noticeable hit. I get a steady 35 - 45 fps, with average being ~ 38-40, so very playable. The lowest I've seen it drop was in the rice fields at night, when it'd go down to ~ 28, no other scene has gone nearly that low. With a single 285. |
|
|
|
|
#21 |
|
Resident Tire Destroyer
|
I'll have to go back and look at the terrain ao fade. I borrowed that from I think one of the early MSTR configs
edge aa is set at 2. I changed that a day or two after the topic was started here. physics: p_num_bodies_large_group = 6w0 (No idea where that one came from ahahah.. probably from X cofig) for vegetation draw distance, it draws objects as well and I didn't see much (if any) of a noticable drop in FPS.
__________________
- Desktop - Core I7 D0 revision 920 @ 3.75 ghz - XSPC Rasa 750 RS240 H2o Cooling - EVGA GTX 680 @1325mhz - ASUS P6T Deluxe - 128 gig Crucial RealSSD C300 - 150 gig Velociraptor +2.75 Terrabytes of WD Sata 3.0 storage - 12 Gigs Mushkin DDR3 1600 - 910 watt PC P&C PSU - Saffire Pro 40 firewire audio interface w/ Adam A7 studio monitors - Corsair Obsidian 650D case - Win 7 Pro x64 - PCBank 2700 27" LED - Laptop - MSI 16F2-012 - i7 2630QM - GTX570m @ 750Mhz - 8 gigs HyperX 1866 - 120 gig OCZ Vertex 3 SSD- 750 gig Scorpio Black - BluRay - 95% Gamut Screen - IC Diamond goop |
|
|
|
|
|
#22 | |
|
Guest
Posts: n/a
|
Quote:
This is something on the order of 50% further out than V.high config, so when you "zoom in" with binoculars or scope, NOTHING pops in. It's pretty cool. you can see characters across the entire map on Onslaught & other large vistas. r_TerrainAO_FadeDist = 12 helps as does e_gsm_lods_num = 6 e_gsm_range = 4 e_gsm_range_step = 2 in order to kill any shadow pop in before the .8 shadow draw distance. the gsm OFFSET (this was previously incorrectly stated as range_stepvalue @ 2 makes global shadow casts @ a distance (like airplane casting shadow from sky) run at a lower than game refresh. To see an extreme example of this see the CryEngine 3 demos. This is a less noticeable version of that. It updates those global shadows slower, but it is very rarely noticeable, and does not bother me. It also saves about 4 fps @ ~38-42, so about 10-15%. It offsets some of the extra LOD tweaks. I changed my grass min size back to 0 and a lot more shrubbery (MONTY!) is being drawn. Change all of your quality options to 4 (obj quality and particle quality). This will make a difference with explosions (some nicer effects; with regards to particle quality). I haven't seen a direct difference with obj quality = 4, but not drop either, and I'm sure it adds detail in some cases. Finally, i_lighteffects = 1 i_lighteffectShadows=3 give you dynamic muzzle flash, and the muzzle flash casts shadows now. looks really nice indoors. I'd def recommend AO quality @ 2, and radius at at least 1.2-1.4. It gives a bit of a difference. To see it enter the console commands in a poorly lit room. Last edited by pakotlar; 07-30-09 at 09:47 AM. |
|
|
![]() |
| Thread Tools | |
|
|