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Crysis 2

Posted by on Oct 12, 2011
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Crysis 2
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 Settings
sys_spec
sys_spec_Full
sys_spec_ObjectDetail
sys_spec_Shading
sys_spec_VolumetricEffects
sys_spec_Shadows
sys_spec_Texture
sys_spec_Physics
sys_spec_PostProcessing
sys_spec_Particles
sys_spec_Sound
sys_spec_Water
sys_spec_GameEffects
sys_spec_Quality

Default Sys_Spec Quality Settings
q_ShaderGeneral
q_ShaderMetal
q_ShaderGlass
q_ShaderVegetation
q_ShaderIce
q_ShaderTerrain
q_ShaderShadow
q_ShaderFX
q_ShaderPostProcess
q_ShaderHDR
q_ShaderSky
q_Renderer

Sys_Spec Game Effects Settings
Enable/Disable lights spawned during item effects
Minimum time in seconds that a corpse will be visible
Time in seconds that the player has to look away from the corpse before it disappears
Distance in meters that the player has to be away from the ragdoll before it can disappear
Enable/Disable battledust
Timeout (in seconds) to avoid playing effects too often

Extra Game Effects Settings
Skip Intro Movies
Explosions Radial Blur Effect
Enable Nanosuite Deformation
Allow breakable objects
Enable Procedural Breaking
Allow breakable objects to break other objects

sys_spec Object Detail Settings
Default Object Quality
Show procedurally distributed vegetation
Allow Game Decals
Allows to increase or reduce decals life time for different specs
Allow Decals Overlapping
LOD distance ratio for objects
Minimum LOD level
View distance ratio for detail objects
View distance ratio for vegetation
Minimal size of static object, smaller objects will be not rendered
View distance ratio for objects
View distance ratio for special marked objects (Players,AI,Vehicles)
View distance ratio for light sources
Min distance on what far objects will be culled out
Will lerp between high and low spec max view distances
Controls curve tessellation. Larger values result in coarser, more angular curves
Clamps SpriteDistRatio setting in vegetation properties
Allows changing distance on what vegetation switch into sprite
es_DebrisLifetimeScale
Skip per object occlusion test for very far objects
Objects alphatest_noise_fading out on distance
ration between size of attachment and distance to camera
Max length of ray
Enable streaming of static render meshes

sys_spec Particles Settings
Overall Quality
Maximum Particles To Fill Onscreen
Pixel Dimention To Render Or Not
Particle Object Collision Ammount
Particles pool memory size in KB
Particles pool memory size in KB for sub-emitter
Set Particles To half Their Resolution
Force Particle Animation Blending
Force Particle Global Illumination

sys_spec Physics Settings
Vegetation Culling Distance Activation
Maximum distance from a previously made cut that allows reusing
Specifies the maximum number of microcontact solver iterations *per contact*
Maximum Physics Distance
Maximum Invisible Physics Distance
Cell size for ocean approximation in physics, 0 assumes flat plane
Foliage Wind Distance Activation
Breakable Particles Limit
Maximum Object Water Splashes
Geometry/Physics quality (1-lowspec, 4-highspec)
Limits the number of substeps large groups of objects can make
Group size to be used with p_max_substeps_large_group, in bodies
p_gravity_z (-13 default)
Fraction of damage (tension) accumulated by breakable joints
Damage threshold (0..1) for p_joint_damage_accum
The number of internal physics threads

sys_spec PostProcessing Settings
Motion Blur
Sun Shafts
Toggles edge blurring/antialiasing
Color Grading
Enable Glow Anamorphic Flares
Maximum Defferred Rain View Distance
Maximum Motion Blur View Distance
PostProcess Multi-Sample AA
PostProcess Multi-Sample AA Edge Filter !nVidia Only!
Enables 3d hud caching overframes
Set motion blur camera shutter speed
HDR Bloom Multiplier

sys_spec Shading Settings
Sky Update rate
Number Of Detail Layers
Detail Distance
HDR Rendering Mode
Screen space ambient occlusion
SSAO shader quality
Use downscaled computations for SSAO
Refractions
Enables/disables edge anti-aliased rendering of flash files
Vegetation Use Terrain Color Blending (off 1 fps extra)
Activate deferred terrain ambient occlusion
Terrain Normal Maps
Maximum Dynamic Entity Lights
Use POM textures
Enviroment Texture Update Interval
Texture Filter Quality
Global Illumination Cascades
HDR rendering blue shift
HDR rendering level (bloom multiplier, tweak together with threshold)
HDR rendering bright offset
HDR rendering bright threshold
HDR rendering range level (color multiplier tweak together with hdr offset)
HDR rendering range offset (color multiplier tweak together with hdr level)
HDR rendering eye adaptation base value (smaller values result in brighter adaption)
HDR rendering eye adaptation factor (0 means no adaption to current scene luminance, 1 means full adaption)
Enable Global Illumination
Maximum Global Illumination Distance
Global Illumination Ammount

sys_spec Shadows Settings
Enable Shadows
Shadow Blur
Maximum Shadow Texture Resolution
Shadow Jitter
Generated Shadow Mask Lods
Size of LOD 0 GSM area (in meters)
View dist ratio for shadow maps casting from objects
Cache sun shadows maps over several frames 0=off, 1=on if MultiGPU is deactivated
Shadows slope bias for shadowgen

sys_spec Sounds Settings
Sets maximum number of MPEG Decoder
Toggle sound obstruction effect
Toggle maximum obstruction effect
Controls how fast obstruction is re-evaluated in seconds
Enable DSP effects being used in soundmoods
Set limiter to control sound variation
Toggle type of reverb effect

sys_spec Texture Settings
r_TexSkyResolution
Allows to scale the texture resolution of imposters (clouds)
Set resolution for target environment cubemap, in pixels
Set resolution for 2d target environment texture, in pixels
r_DynTexMaxSize
r_TexAtlasSize
r_DynTexAtlasCloudsMaxSize
r_DynTexAtlasSpritesMaxSize
r_VegetationSpritesTexRes
r_TexMinAnisotropy

sys_spec Volumetric Effects Settings
r_Beams
Distance Between Beam Slices
Maximum Beam Slices
Enable Clouds

sys_spec Water Settings
Distance factor for water reflected texture updating
Set tessellation amount
Set the swath width for the boustrophedonic mesh stripping
r_WaterUpdateDistance
Activate fft based ocean
Define the shader quality of Water
Activates water reflections if visible pixels above a certain threshold

Extra Render Settings
Maximum FPS
Physics CPU Core
Early Movie Update (more smooth cut scenes/movies)
Enable GPU Physics
Maximum LOD (0 highest always) / best used in combination with e_LodMin
Minimum Aniso Level
Maximum Aniso Level
Minimum Characters LOD
Maximum Cloth Physics Distance
Post MSAA Mode
Remote Shader Compilet(off)
Display Onscreen Info(not working atm)
Beams Software Clipping
Enable ingame Alt-Tab
Maximum Texture Anisotropy level / best used with r_TexMinAnisotropy
Game color bits
Corona Fade Distance
Near FOV Draw Distance
Merge Postprocess Effects(3)
Maximum HDR Range Adaption
Maximum HDR Range to Adap to
Screen HDR Grain effect
Use Shaders Instance Lookup Table

Battlefield 3

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