Crysis 2 Posted by KillerSneak on Oct 12, 2011 in 0 comments Views: 1,667 Read this first / HOW TO USE copy the generated code and put it into a new text file named "autoexec.cfg" in this location: "*your install location*\Crysis(R) 2\" Read this first / Legend of values [0] custom "Low Spec" config values [1] default "High" Crysis 2 [2] default "Very High" Crysis 2 [3] default "Extreme" Crysis 2 [4] custom "Extreme" spec config values [5] Exclusive "Insane" spec config values Default Sys_Spec Settingssys_spec4321sys_spec_Full4321sys_spec_ObjectDetail4321sys_spec_Shading4321sys_spec_VolumetricEffects4321sys_spec_Shadows4321sys_spec_Texture4321sys_spec_Physics4321sys_spec_PostProcessing4321sys_spec_Particles4321sys_spec_Sound4321sys_spec_Water4321sys_spec_GameEffects4321sys_spec_Quality4321Default Sys_Spec Quality Settingsq_ShaderGeneral4321q_ShaderMetal4321q_ShaderGlass4321q_ShaderVegetation4321q_ShaderIce4321q_ShaderTerrain4321q_ShaderShadow4321q_ShaderFX4321q_ShaderPostProcess4321q_ShaderHDR4321q_ShaderSky4321q_Renderer4321Sys_Spec Game Effects SettingsEnable/Disable lights spawned during item effects On [3] Off [0] Minimum time in seconds that a corpse will be visible 8 - [1] 13 - [2] 15 - [3] 30 - [4] 60 - [5] 4 - [0] Time in seconds that the player has to look away from the corpse before it disappears 2 - [1][2][3] 4 - [4] 8 - [5] 1 - [0] Distance in meters that the player has to be away from the ragdoll before it can disappear 20 - [1] 30 - [2] 40 - [3] 50 - [4] 100 - [5] 10 - [0] Enable/Disable battledust Off - [0][1][2] On - [3][4][5] Timeout (in seconds) to avoid playing effects too often 0.01 - [1][2][3] 0.005 - [4] 0.0025 - [5] 0.02 - [0] Extra Game Effects SettingsSkip Intro MoviesYesNoExplosions Radial Blur EffectOnOffEnable Nanosuite DeformationOnOffAllow breakable objectsOnOffEnable Procedural BreakingOnOffAllow breakable objects to break other objectsOnOffsys_spec Object Detail SettingsDefault Object Quality 1 - [0][1] 2 - [2] 3 - [3] 4 - [4][5] Show procedurally distributed vegetation On -[1][2][3][4][5] Off - [0] Allow Game Decals On - [1][2][3][4][5] Off - [0] Allows to increase or reduce decals life time for different specs 1 - [1][2] 2 - [3] 3 - [4] 4 - [5] 0.5 - [0] Allow Decals Overlapping On - [1][2][3][4][5] Off - [0] LOD distance ratio for objects 4 - [1] 6 - [2] 20 - [3] 40 - [4] 100 - [5] 2 - [0] Minimum LOD level 0 - [1][2][3][4][5] 1 - [0] 2 - [0] 3 - [0] 4 - [0] 5 - [0] 6 - [0] View distance ratio for detail objects 19 - [1] 24 - [2] 100 - [3] 150 - [4] 200 - [5] 10 - [0] View distance ratio for vegetation 21 - [1] 31 - [2] 100 - [3] 150 - [4] 200 - [5] 11 - [0] Minimal size of static object, smaller objects will be not rendered 0.5 - [1] 0.25 - [2] 0 - [3][4][5] 0.75 - [0] View distance ratio for objects 25 - [1] 35 - [2] 100 -[3] 150 - [4] 200 - [5] 13 - [0] View distance ratio for special marked objects (Players,AI,Vehicles) 60 - [1] 100 - [2][3] 150 - [4] 200 - [5] 30 - [0] View distance ratio for light sources 25 - [1][2] 50 - [3] 100 - [4] 200 - [5] 13 - [0] Min distance on what far objects will be culled out 10 - [1][2][3] 20 - [4] 200 - [5] 5 - [0] Will lerp between high and low spec max view distances 0.5 - [1][2] 1 - [3][4][5] 0.25 - [0] Controls curve tessellation. Larger values result in coarser, more angular curves 4 - [1][2] 2 - [3] 1 - [4] 0.5 - [5] 6 - [0] Clamps SpriteDistRatio setting in vegetation properties 0.6 - [1] 1 - [2][3][4][5] 0.3 - [0] Allows changing distance on what vegetation switch into sprite 1 - [1][2] 1.5 - [3] 2 - [4] 2.5 - [5] 0.5 - [0] es_DebrisLifetimeScale 0.6 - [1] 0.8 - [2] 1 - [3] 1.6 - [4] 3.2 - [5] 0.3 - [0] Skip per object occlusion test for very far objects 1 - [1][2][3] 1.5 - [4] 2 - [5] 0.5 - [0] Objects alphatest_noise_fading out on distance 2 - [1][2][3] 3 - [4] 4 - [5] 1 - [0] ration between size of attachment and distance to camera 120 - [1] 160 - [2] 300 - [3][4] 400 - [5] 60 - [0] Max length of ray 130 - [1] 200 - [2][3] 250 - [4] 300 - [5] 70 - [0] Enable streaming of static render meshes Off - [0][1][2][3][4][5] On sys_spec Particles SettingsOverall Quality 2 - [1] 3 - [2] 4 - [3][4][5] 1 - [0] Maximum Particles To Fill Onscreen 32 - [1] 64 - [2] 128 - [3] 256 - [4] 1024 - [5] 16 - [0] Pixel Dimention To Render Or Not 1.5 - [1][2] 1 - [3] 0.5 - [4] 0.25 - [5] 2 - [0] Particle Object Collision Ammount 1 - [0][1][2] 2 - [3][4] 4 - [5] Particles pool memory size in KB 8192 - [1][2][3] 16384 - [4] 32768 - [5] 4096 - [0] Particles pool memory size in KB for sub-emitter 4096 - [1][2][3] 8192 - [4] 16384 - [5] 2048 - [0] Set Particles To half Their Resolution Off - [1][2][3][4][5] On - [0] Force Particle Animation Blending On - [1][2][3][4][5] Off - [0] Force Particle Global Illumination On - [1][2][3][4][5] Off - [0] sys_spec Physics SettingsVegetation Culling Distance Activation 30 - [1][2] 50 - [3] 100 - [4] 200 - [5] 15 - [0] Maximum distance from a previously made cut that allows reusing 0.35 - [1][2] 0 - [3][4][5] 0.85 - [0] Specifies the maximum number of microcontact solver iterations *per contact* 4000 - [1][2] 6000 - [3] 12000 - [4] 24000 - [5] 2000 - [0] Maximum Physics Distance 200 - [1][2][3] 300 - [4] 400 - [5] 100 - [0] Maximum Invisible Physics Distance 100 - [1][2] 25 - [3] 15 - [4] 5 - [5] 150 - [0] Cell size for ocean approximation in physics, 0 assumes flat plane 1 - [1][2] 0.5 - [3] 0.25 - [4] 0.1 - [5] 1.5 - [0] Foliage Wind Distance Activation 10 - [1][2] 25 - [3] 75 - [4] 200 - [5] 5 - [0] Breakable Particles Limit 80 - [1][2] 160 - [3] 320 - [4] 640 - [5] 40 - [0] Maximum Object Water Splashes 3 - [1][2] 6 - [3][4] 8 - [5] 1 - [0] Geometry/Physics quality (1-lowspec, 4-highspec) 4 - [1][2][3][4][5] 3 - [0] Limits the number of substeps large groups of objects can make 5 - [1][2][3] 10 - [4] 40 - [5] 2 - [0] Group size to be used with p_max_substeps_large_group, in bodies 100 - [1][2][3] 150 - [4] 200 - [5] 50 - [0] p_gravity_z (-13 default) -13 - [0][1][2][3][4][5] -12 -11 -10 Fraction of damage (tension) accumulated by breakable joints 2 - [1][2][3] 4 - [4] 6 - [5] 1 - [0] Damage threshold (0..1) for p_joint_damage_accum 0.2 - [1][2][3] 0.4 - [4] 0.6 - [5] 0.1 - [0] The number of internal physics threads 2 - [1][2][3] 4 - [4] 6 - [5] 1 - [0] sys_spec PostProcessing SettingsMotion Blur Object+screen - [1][2][3][4][5] Screen - [0] Off Sun Shafts On - [1][2][3][4][5] Off - [0] Toggles edge blurring/antialiasing Off - [0][1] 1/edge blurring mode - [2][3] 2/edge aa mode - [4] 3/Laplace edge aa - [5] Color Grading 2 - [1][2][3][4][5] 1 Off - [0] Enable Glow Anamorphic Flares On - [1][2][3][4][5] Off - [0] Maximum Defferred Rain View Distance 40 - [1] 100 - [2][3] 150 - [4] 200 - [5] 20 - [0] Maximum Motion Blur View Distance 16 - [1] 64 - [2][3] 128 - [4] 256 - [5] 8 - [0] PostProcess Multi-Sample AA 2x - [1][2][3] 4x - [4] 8x - [5]? 16x - [5]? Off - [0] PostProcess Multi-Sample AA Edge Filter !nVidia Only! Off - [Other / ATI GFX] On - [nVidia GFX] Enables 3d hud caching overframes Off - [1][2][3][4][5] On - [0] Set motion blur camera shutter speed 0.0055 - [1][2][3] 0.0065 - [4] 0.0075 - [5] 0.0045 - [0] HDR Bloom Multiplier 0.7 - [0][1][2][3][4][5] 0.6 - [0][1][2][3][4][5] 0.5 - [0][1][2][3][4][5] 0.4 - [0][1][2][3][4][5] 0.3 - [0][1][2][3][4][5] 0.2 - [0][1][2][3][4][5] 0.1 - [0][1][2][3][4][5] 0.8 - [0][1][2][3][4][5] 0.9 - [0][1][2][3][4][5] 1 - [0][1][2][3][4][5] sys_spec Shading SettingsSky Update rate 0.5 - [1][2] 1 - [3][4][5] 0.25 - [0] Number Of Detail Layers 1 - [1][2] 2 - [3][4][5] 3 - [5]? Off - [0] Detail Distance 4 - [1][2] 8 - [3] 100 - [4] 200 - [5] 2 - [0] HDR Rendering Mode 2 - [1][2][3][4][5] 1 - ? Off - [0] Screen space ambient occlusion 4/Volumetric Obscurance technique with jittering and temporal accumulation 3/Volumetric Obscurance technique with jittering 2/SSAO technique with normals and temporal accumulation 1/SSAO technique with normals 0/Off - [0]SSAO shader quality 1 - [1] 2 - [2] 3 - [3][4][5] 0 - [0]? Use downscaled computations for SSAO On - [0][1][2] Off - [3][4][5] Refractions Off - [0] On - [1][2][3][4][5] Enables/disables edge anti-aliased rendering of flash files Off - [0] On - [1][2][3][4][5] Vegetation Use Terrain Color Blending (off 1 fps extra) Off On Activate deferred terrain ambient occlusion Off - [0][1][2] On - [3][4][5] Terrain Normal Maps Off - [0][1][2] On - [3][4][5] Maximum Dynamic Entity Lights 7 - [1] 11 - [2] 16 - [3] 20 - [4] 32 - [5] 3 - [0] Use POM textures Off - [0][1][2] On - [3][4][5] Enviroment Texture Update Interval 0.075 - [1][2] 0.050 - [3] 0.025 - [4] 0.001 - [5] 0.1 - [0] Texture Filter Quality 1 - [0][1][2] 0 - [3][4][5] Global Illumination Cascades 1 - [0][1][2][3] 2 - [4] 3 - [5] HDR rendering blue shift 1.0 - [open] 0.8 - [open] 0.6 - [open] 0.4 - [open] 0.2 - [open] HDR rendering level (bloom multiplier, tweak together with threshold) 0.85 - [open] 0.75 - [open] 0.65 - [open] 0.55 - [open] 0.45 - [open] 0.35 - [open] 0.25 - [open] 0.15 - [open] 0.95 - [open] 1 - [open] HDR rendering bright offset 5 - [open] 6 - [open] 7 - [open] 8 - [open] 9 - [open] 10 - [open] 4 - [open] 3 - [open] 2 - [open] 1 - [open] HDR rendering bright threshold 6 - [open] 5 - [open] 4 - [open] 3 - [open] 2 - [open] 1 - [open] 7 - [open] 8 - [open] 9 - [open] HDR rendering range level (color multiplier tweak together with hdr offset) 6 - [open] 5 - [open] 4 - [open] 3 - [open] 2 - [open] 1 - [open] 7 - [open] 8 - [open] 9 - [open] HDR rendering range offset (color multiplier tweak together with hdr level) 10 - [open] 12 - [open] 14 - [open] 16 - [open] 8 - [open] 6 - [open] 4 - [open] 2 - [open] HDR rendering eye adaptation base value (smaller values result in brighter adaption) 0.1 - [open] 0.2 - [open] 0.3 - [open] 0.4 - [open] 0.5 - [open] 0.6 - [open] 0.7 - [open] 0.8 - [open] 0.9 - [open] 1 - [open] HDR rendering eye adaptation factor (0 means no adaption to current scene luminance, 1 means full adaption) 0.85 - [open] 0.95 - [open] 1 - [open] 0.75 - [open] 0.65 - [open] 0.55 - [open] 0.45 - [open] 0.35 - [open] 0.25 - [open] 0.15 - [open] 0.1 - [open] Enable Global Illumination Off - [0][1] On - [2][3][4][5] Maximum Global Illumination Distance 50 - [1][2] 100 - [3] 150 - [4] 200 -[5] 25 - [0] Global Illumination Ammount 0.6 - [open] 0.5 - [open] 0.4 - [open] 0.3 - [open] 1 - [open] 0.5 - [open] 0.4 - [open] 0.3 - [open] 0.2 - [open] 0.1 - [open] sys_spec Shadows SettingsEnable Shadows Off - [0] On - [1][2][3][4][5] Shadow Blur 0 - [0][1] 2 3 - [2][3][4][5] Maximum Shadow Texture Resolution 512 - [1] 1024 - [2][3] 2048 - [4][5] 256 - [0] Shadow Jitter 1 - [1][2] 2.5 - [3] 3 - [4] 4 - [5] 0.5 - [0] Generated Shadow Mask Lods 4 - [1][2] 5 - [3][4][5] 3 - [0] Size of LOD 0 GSM area (in meters) 3 - [1][2][3] 2 - [4] 1 - [5] 4 - [0] View dist ratio for shadow maps casting from objects 0.8 - [1] 1 - [2][3] 2 - [4] 3 - [5] 0.4 -[0] Cache sun shadows maps over several frames 0=off, 1=on if MultiGPU is deactivated On - [0][1] Off - [2][3][4][5] Shadows slope bias for shadowgen 3.4 - [1][2][3] 4.4 - [4] 5.4 - [5] 2.4 - [0] sys_spec Sounds SettingsSets maximum number of MPEG Decoder 24 - [1] 32 - [2][3] 64 - [4][5] 16 - [0] Toggle sound obstruction effect 2 - [1][2] 1 - [3][4] 0.5 - [5] 3 - [0]? Toggle maximum obstruction effect 1 - [0][1][2][3] 4 - [4] 5 - [5] Controls how fast obstruction is re-evaluated in seconds 0.5 - [1] 0.2 - [2] 0.1 - [3][4] 0.05 - [5] 1 - [0] Enable DSP effects being used in soundmoods Off - [0] On - [1][2][3][4][5] Set limiter to control sound variation 0.6 - [1][2] 1 - [3][4][5] 0.3 - [0] Toggle type of reverb effect 3/Enables SW I3DL2 reverb (high quality) 2/Enables SW I3DL2 reverb (low quality) 1/Enables HW I3DL2 reverb (EAX) 4/Enables DSP based FreeVerb Reverb 5/Enables DSP based VST plugin: Classic Reverb 6/Enables DSP based Princeton2016 (disabled) 7/Enables DSP based RoomMachine844 0/Disables reverb completely sys_spec Texture Settingsr_TexSkyResolution 1 - [0][1][2] 0 - [3][4][5] Allows to scale the texture resolution of imposters (clouds) 2 - [1] 1.5 - [2] 1 - [3][4][5] 3 - [0] Set resolution for target environment cubemap, in pixels 0/64x64 - [0][1] 1/128x128 - [2] 2/256x256 - [3][4][5] Set resolution for 2d target environment texture, in pixels 0/64x64 - [0] 1/128x128 - [1] 2/256x256 - [2] 3/512x512 - [3][4][5] r_DynTexMaxSize 50 - [1] 60 - [2] 80 - [3] 160 - [4] 320 - [5] 25 - [0] r_TexAtlasSize 512 - [1][2] 2048 - [3][4] 4096 - [5] 256 - [0] r_DynTexAtlasCloudsMaxSize 24 - [1][2] 32 - [3] 64 - [4] 128 -[5] 12 - [0] r_DynTexAtlasSpritesMaxSize 16 - [1][2] 32 - [3] 64 - [4] 128 - [5] 8 - [0] r_VegetationSpritesTexRes 64 - [1][2][3] 128 - [4] 256 - [5] 32 - [0] r_TexMinAnisotropy 8 - [1][2][3] 16 - [4][5] 4 - [0] sys_spec Volumetric Effects Settingsr_Beams 3 - [1][2][3] 2 1 - [4][5] 0 - [0] Distance Between Beam Slices 0.5 - [1][2] 0.05 - [3][4] 0.01 - [5] 1 - [0] Maximum Beam Slices 32 - [1] 64 - [2] 200 - [3][4] 300 - [5] 16 - [0] Enable Clouds Off - [0] On - [1][2][3][4][5] sys_spec Water SettingsDistance factor for water reflected texture updating 0.1 - [1] 0.05 - [2] 0.0 - [3][4][5] 0.2 - [0] Set tessellation amount 1 - [1] 10 - [2][3] 20 - [4] 30 - [5] 0.5 - [0] Set the swath width for the boustrophedonic mesh stripping 10 - [1][2][3] 20 - [4] 30 - [5] 5 - [0] r_WaterUpdateDistance 1 - [1][2] 0.2 - [3] 0.1 - [4] 0.0 - [5] 1.5 - [0] Activate fft based ocean Off - [0] On - [1][2][3][4][5] Define the shader quality of Water 1 - [0][1] 2 - [2] 3 - [3] 4 - [4][5] Activates water reflections if visible pixels above a certain threshold 0.05 - [1][2][3] 0.025 - [4] 0.010 - [5] 0.1 - [0] Extra Render SettingsMaximum FPS 60 - [open] 120 - [open] 33 - [open] Physics CPU Core core 1 core 2 core 3 core 4 core 5 core 6 core 7 core 8 Early Movie Update (more smooth cut scenes/movies) On - [open] Off - [open] Enable GPU Physics On - [open] Off - [open] Maximum LOD (0 highest always) / best used in combination with e_LodMin 0 - [4][5] 1 - [2][3] 2 - [1] 3 - [0] 4 - [0] 5 - [0] 6 - [0] Minimum Aniso Level 4 - [1][2] 8 - [3][4] 16 - [5] 0 - [0] Maximum Aniso Level 4 - [1][2] 8 - [3][4] 16 - [5] 0 - [0] Minimum Characters LOD 0 - [3][4][5] 1 - [1][2] 2 - [0] Maximum Cloth Physics Distance 50 - [1] 100 - [2][3] 150 - [4] 200 - [5] 25 - [0] Post MSAA Mode 2x amsaa with clamped reprojection - [open] 2x amsaa with linear blending - [open] Remote Shader Compilet(off) Off On Display Onscreen Info(not working atm) Off On Beams Software Clipping On - [0][1][2] Off - [3][4][5] Enable ingame Alt-Tab Off On Maximum Texture Anisotropy level / best used with r_TexMinAnisotropy 8 - [1][2][3] 16 - [4][5] 4 - [0] Game color bits 32bit 24bit 16bit Corona Fade Distance 0.25 0.50 0.75 1 1.5 2 Near FOV Draw Distance 65 70 75 Merge Postprocess Effects(3) 1 - [1][2] 2 - [3][4] 3 - [5] 0 - [0] Maximum HDR Range Adaption 1.01 0.91 0.81 0.71 0.61 0.51 0.41 0.31 0.21 0.11 Maximum HDR Range to Adap to 8 - [0] 16 - [1] 32 - [2] 64 - [3] 128 - [4] 256 - [5] Screen HDR Grain effect 0.0 - [open] 0.15 - [open] 0.30 - [open] 0.45 - [open] 0.85 - [open] 1 - [open] Use Shaders Instance Lookup Table On - [1][2][3][4][5] Off - [0]
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