孤島危機 2 閱讀這首/如何TO使用 複製生成的代碼,並放入一個新的文本文件名為“autoexec.cfg”在這個位置: “*您的安裝位置* \”孤島危機“(R)2 \” 閱讀這個值的第一個/傳奇 [0]自定義“低規格”的配置值 [1]默認為“高”孤島危機 2 [2]默認“非常高”孤島危機 2 [3]默認的“極端”孤島危機 2 [4]自定義的“極端”的規格配置值 [5]獨家的“瘋狂”規範配置值 默認Sys_Spec設置 sys_spec 4 3 2 1 sys_spec_Full 4 3 2 1 sys_spec_ObjectDetail 4 3 2 1 sys_spec_Shading 4 3 2 1 sys_spec_VolumetricEffects 4 3 2 1 sys_spec_Shadows 4 3 2 1 sys_spec_Texture 4 3 2 1 sys_spec_Physics 4 3 2 1 sys_spec_PostProcessing 4 3 2 1 sys_spec_Particles 4 3 2 1 sys_spec_Sound 4 3 2 1 sys_spec_Water 4 3 2 1 sys_spec_GameEffects 4 3 2 1 sys_spec_Quality 4 3 2 1 默認Sys_Spec質量設置 q_ShaderGeneral 4 3 2 1 q_ShaderMetal 4 3 2 1 q_ShaderGlass 4 3 2 1 q_ShaderVegetation 4 3 2 1 q_ShaderIce 4 3 2 1 q_ShaderTerrain 4 3 2 1 q_ShaderShadow 4 3 2 1 q_ShaderFX 4 3 2 1 q_ShaderPostProcess 4 3 2 1 q_ShaderHDR 4 3 2 1 q_ShaderSky 4 3 2 1 q_Renderer 4 3 2 1 Sys_Spec遊戲效果設置 啟用 /禁用在項目效果產生的燈 [3] 關 [0] 最短時間在幾秒鐘內,將會看到一具屍體 8 - [1] 13 - [2] 15 - [3] 30 - [4] 60 - [5] 4 - [0] 在幾秒鐘的時間,玩家已經把目光從屍體消失之前 2 - [1] [2] [3] 4 - [4] 8 - [5] 1 - [0] 在米的距離內,球員必須從玩偶,才可以消失 20 - [1] 30 - [2] 40 - [3] 50 - [4] 100 - [5] 10 - [0] 啟用 /禁用battledust 關 - [0] [1] [2] - [3] [4] [5] 超時(秒),以避免播放效果往往 0.01 - [1] [2] [3] 0.005 - [4] 0.0025 - [5] 0.02 - [0] 額外的遊戲效果設置 跳過介紹電影 是 無 爆炸徑向模糊效果 在 關閉 啟用 Nanosuite變形 在 關閉 允許易碎物體 在 關閉 啟用程序破 在 關閉 允許易碎物體打破其他對象 在 關閉 sys_spec對象詳細設置 默認物體的質量 1 - [0] [1] 2 - [2] 3 - [3] 4 - [4] [5] 顯示程序的分佈式植被 - [1] [2] [3] [4] [5] 關 - [0] 允許遊戲貼花 - [1] [2] [3] [4] [5] 關 - [0] 允許增加或減少貼花續航時間為不同的規格 1 - [1] [2] 2 - [3] 3 - [4] 4 - [5] 0.5 - [0] 允許貼花重疊 - [1] [2] [3] [4] [5] 關 - [0] LOD物體的距離比 4 - [1] 6 - [2] 20 - [3] 40 - [4] 100 - [5] 2 - [0] 最低檢測限水平 0 - [1] [2] [3] [4] [5] 1 - [0] 2 - [0] 3 - [0] 4 - [0] 5 - [0] 6 - [0] 查看詳細物體的距離比 19 - [1] 24 - [2] 100 - [3] 150 - [4] 200 - [5] 10 - [0] 查看植被的距離比 21 - [1] 31 - [2] 100 - [3] 150 - [4] 200 - [5] 11 - [0] 靜態對象的最小尺寸,較小的物體將不會呈現 0.5 - [1] 0.25 - [2] 0 - [3] [4] [5] 0.75 - [0] 查看物體的距離比 25 - [1] 35 - [2] 100 - [3] 150 - [4] 200 - [5] 13 - [0] 特殊標記對象的距離比例(玩家,AI車輛) 60 - [1] 100 - [2] [3] 150 - [4] 200 - [5] 30 - [0] 查看光源的距離比 25 - [1] [2] 50 - [3] 100 - [4] 200 - [5] 13 - [0] 將被撲殺遠處的物體的最小距離 10 - [1] [2] [3] 20 - [4] 200 - [5] 5 - [0] 將高,低規格最大可視距離之間 lerp 0.5 - [1] [2] 1 - [3] [4] [5] 0.25 - [0] 控制曲線鑲嵌。 值越大,粗糙,更加棱角分明的曲線 4 - [1] [2] 2 - [3] 1 - [4] 0.5 - [5] 6 - [0] 夾鉗 SpriteDistRatio設置在植被屬性 0.6 - [1] 1 - [2] [3] [4] [5] 0.3 - [0] 什麼植被成精靈開關允許在不斷變化的距離 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] 每個對象閉塞試驗跳到很遠的物體 1 - [1] [2] [3] 1.5 - [4] 2 - [5] 0.5 - [0] 距離對象 alphatest_noise_fading 2 - [1] [2] [3] 3 - [4] 4 - [5] 1 - [0] 口糧之間的附件的大小和距離相機 120 - [1] 160 - [2] 300 - [3] [4] 400 - [5] 60 - [0] 射線的最大長度 130 - [1] 200 - [2] [3] 250 - [4] 300 - [5] 70 - [0] 啟用靜態呈現網格流 關 - [0] [1] [2] [3] [4] [5] 在 sys_spec顆粒設置 整體素質 2 - [1] 3 - [2] 4 - [3] [4] [5] 1 - [0] 最大的粒子填充螢幕 32 - [1] 64 - [2] 128 - [3] 256 - [4] 1024 - [5] 16 - [0] 像素尺寸呈現或不 1.5 - [1] [2] 1 - [3] 0.5 - [4] 0.25 - [5] 2 - [0] 粒子碰撞金額 1 - [0] [1] [2] 2 - [3] [4] 4 - [5] 顆粒池KB的內存大小 8192 - [1] [2] [3] 16384 - [4] 32768 - [5] 4096 - [0] 粒子池KB內存大小分發射 4096 - [1] [2] [3] 8192 - [4] 16384 - [5] 2048 - [0] 設置粒子一半他們的決議 關 - [1] [2] [3] [4] [5] - [0] 強制粒子動畫混合 - [1] [2] [3] [4] [5] 關 - [0] 部隊粒子全球照明 - [1] [2] [3] [4] [5] 關 - [0] sys_spec物理設置 植被剔除距離激活 30 - [1] [2] 50 - [3] 100 - [4] 200 - [5] 15 - [0] 從先前提出的削減,允許重用的最大距離 0.35 - [1] [2] 0 - [3] [4] [5] 0.85 - [0] 指定每個聯繫人的微接觸求解器迭代的最大數量 * * 4000 - [1] [2] 6000 - [3] 12000 - [4] 24000 - [5] 2000 - [0] 最大物理距離 200 - [1] [2] [3] 300 - [4] 400 - [5] 100 - [0] 隱形的最大物理距離 100 - [1] [2] 25 - [3] 15 - [4] 5 - [5] 150 - [0] 海洋物理近似的細胞大小,0假設平面上 1 - [1] [2] 0.5 - [3] 0.25 - [4] 0.1 - [5] 1.5 - [0] 葉風距離激活 10 - [1] [2] 25 - [3] 75 - [4] 200 - [5] 5 - [0] 易碎顆粒限制 80 - [1] [2] 160 - [3] 320 - [4] 640 - [5] 40 - [0] 對象的最大水濺 3 - [1] [2] 6 - [3] [4] 8 - [5] 1 - [0] 幾何 /物理的質量(1 lowspec,4 highspec) 4 - [1] [2] [3] [4] [5] 3 - [0] 限制子步數大的對象組可以使 5 - [1] [2] [3] 10 - [4] 40 - [5] 2 - [0] 用於 p_max_substeps_large_group在團體組的大小, 100 - [1] [2] [3] 150 - [4] 200 - [5] 50 - [0] p_gravity_z(-13默認) -13 - [0] [1] [2] [3] [4] [5] -12 -11 -10 積累易碎關節損害的一小部分(張力) 2 - [1] [2] [3] 4 - [4] 6 - [5] 1 - [0] 為 p_joint_damage_accum損傷閾值(0 .. 1) 0.2 - [1] [2] [3] 0.4 - [4] 0.6 - [5] 0.1 - [0] 內部的物理線程的數量 2 - [1] [2] [3] 4 - [4] 6 - [5] 1 - [0] sys_spec後處理設置 運動模糊 對象 +屏幕 - [1] [2] [3] [4] [5] 屏幕 - [0] 關閉 孫軸 - [1] [2] [3] [4] [5] 關 - [0] 切換邊緣模糊/抗鋸齒 關 - [0] [1] 1/edge模糊模式 - [2] [3] 2/edge AA模式 - [4] 3/Laplace邊緣 AA - [5] 顏色分級 2 - [1] [2] [3] [4] [5] 1 關 - [0] 啟用夜光變形耀斑 - [1] [2] [3] [4] [5] 關 - [0] 最大Defferred晚間有雨查看距離 40 - [1] 100 - [2] [3] 150 - [4] 200 - [5] 20 - [0] 最大的運動模糊距離 16 - [1] 64 - [2] [3] 128 - [4] 256 - [5] 8 - [0] 後處理多重採樣 AA 2X - [1] [2] [3] 4X - [4] 8X - [5]? 16X - [5]? 關 - [0] 後處理多重採樣 AA邊緣過濾!nVidia的只有! 關 - [其他/ ATI的GFX] - NVIDIA GFX] 啟用 3D HUD緩存 overframes 關 - [1] [2] [3] [4] [5] - [0] 設置運動模糊相機的快門速度 0.0055 - [1] [2] [3] 0.0065 - [4] 0.0075 - [5] 0.0045 - [0] HDR布盧姆乘數 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底紋設置 天空更新率 0.5 - [1] [2] 1 - [3] [4] [5] 0.25 - [0] 細節圖層數 1 - [1] [2] 2 - [3] [4] [5] 3 - [5]? 關 - [0] 詳細的距離 4 - [1] [2] 8 - [3] 100 - [4] 200 - [5] 2 - [0] HDR渲染模式 2 - [1] [2] [3] [4] [5] 1 - ? 關 - [0] 屏幕空間環境閉塞 抖動和時間積累的4/Volumetric Obscurance技術 與抖動 3/Volumetric Obscurance技術 2/SSAO法線和時間積累的技術與 1/SSAO技術與法線 0/Off - [0] SSAO著色質量 1 - [1] 2 - [2] 3 - [3] [4] [5] 0 - [0]? 使用SSAO縮小的計算 - [0] [1] [2] 關 - [3] [4] [5] 折射 關 - [0] - [1] [2] [3] [4] [5] 啟用 /禁用邊緣抗鋸齒渲染Flash文件 關 - [0] - [1] [2] [3] [4] [5] 植被利用地形混色(關閉 1 FPS額外) 關閉 在 激活遞延地形環境閉塞 關 - [0] [1] [2] - [3] [4] [5] 地形法線貼圖 關 - [0] [1] [2] - [3] [4] [5] 最大動態實體燈 7 - [1] 11 - [2] 16 - [3] 20 - [4] 32 - [5] 3 - [0] 使用甲醛紋理 關 - [0] [1] [2] - [3] [4] [5] 環境紋理更新間隔 0.075 - [1] [2] 0.050 - [3] 0.025 - [4] 0.001 - [5] 0.1 - [0] 紋理過濾質量 1 - [0] [1] [2] 0 - [3] [4] [5] 全球照明卡斯卡德 1 - [0] [1] [2] [3] 2 - [4] 3 - [5] HDR渲染藍移 1.0 - [開放] 0.8 - [開放] 0.6 - [開放] 0.4 - [開放] 0.2 - [開放] HDR渲染水平(盛開的乘數,共同與閾值調整) 0.85 - [開放] 0.75 - [開放] 0.65 - [開放] 0.55 - [開放] 0.45 - [開放] 0.35 - [開放] 0.25 - [開放] 0.15 - [開放] 0.95 - [開放] 1 - [開放] HDR渲染明亮的偏移 5 - [開放] 6 - [開放] 7 - [開放] 8 - [開放] 9 - [開放] 10 - [開放] 4 - [開放] 3 - [開放] 2 - [開放] 1 - [開放] HDR渲染明亮的門檻 6 - [開放] 5 - [開放] 4 - [開放] 3 - [開放] 2 - [開放] 1 - [開放] 7 - [開放] 8 - [開放] 9 - [開放] HDR渲染範圍級別(顏色乘數調整 HDR抵消) 6 - [開放] 5 - [開放] 4 - [開放] 3 - [開放] 2 - [開放] 1 - [開放] 7 - [開放] 8 - [開放] 9 - [開放] HDR渲染的偏移(顏色乘數調整 HDR水平) 10 - [開放] 12 - [開放] 14 - [開放] 16 - [開放] 8 - [開放] 6 - [開放] 4 - [開放] 2 - [開放] HDR渲染眼適應基值(較小的值在明亮適應) 0.1 - [開放] 0.2 - [開放] 0.3 - [開放] 0.4 - [開放] 0.5 - [開放] 0.6 - [開放] 0.7 - [開放] 0.8 - [開放] 0.9 - [開放] 1 - [開放] HDR渲染眼適應的因素(0意味著沒有適應當前場景的亮度,1表示完全適應) 0.85 - [開放] 0.95 - [開放] 1 - [開放] 0.75 - [開放] 0.65 - [開放] 0.55 - [開放] 0.45 - [開放] 0.35 - [開放] 0.25 - [開放] 0.15 - [開放] 0.1 - [開放] 啟用全局照明 關 - [0] [1] - [2] [3] [4] [5] 全球的最大照射距離 50 - [1] [2] 100 - [3] 150 - [4] 200 - [5] 25 - [0] 全球照明金額 0.6 - [開放] 0.5 - [開放] 0.4 - [開放] 0.3 - [開放] 1 - [開放] 0.5 - [開放] 0.4 - [開放] 0.3 - [開放] 0.2 - [開放] 0.1 - [開放] sys_spec陰影設置 啟用陰影 關 - [0] - [1] [2] [3] [4] [5] 陰影模糊 0 - [0] [1] 2 3 - [2] [3] [4] [5] 最大陰影紋理分辨率 512 - [1] 1024 - [2] [3] 2048 - [4] [5] 256 - [0] 暗影抖動 1 - [1] [2] 2.5 - [3] 3 - [4] 4 - [5] 0.5 - [0] 生成的陰影遮罩LODS 4 - [1] [2] 5 - [3] [4] [5] 3 - [0] LOD 0的GSM面積尺寸(米) 3 - [1] [2] [3] 2 - [4] 1 - [5] 4 - [0] 查看區的比例從對象鑄造陰影地圖 0.8 - [1] 1 - [2] [3] 2 - [4] 3 - [5] 0.4 - [0] 緩存太陽陰影地圖超過 0 =關,1 =如果MultiGPU被停用幾幀 - [0] [1] 關 - [2] [3] [4] [5] 陰影為 shadowgen斜坡偏見 3.4 - [1] [2] [3] 4.4 - [4] 5.4 - [5] 2.4 - [0] sys_spec聲音設置 設置 MPEG解碼器的最大數量 24 - [1] 32 - [2] [3] 64 - [4] [5] 16 - [0] 切換聲音阻塞效應 2 - [1] [2] 1 - [3] [4] 0.5 - [5] 3 - [0]? 切換的最大阻礙作用 1 - [0] [1] [2] [3] 4 - [4] 5 - [5] 如何快速梗阻是在幾秒鐘內重新評估的控件 0.5 - [1] 0.2 - [2] 0.1 - [3] [4] 0.05 - [5] 1 - [0] 允許在soundmoods使用DSP效果 關 - [0] - [1] [2] [3] [4] [5] 設置限制器來控制聲音的變化 0.6 - [1] [2] 1 - [3] [4] [5] 0.3 - [0] 切換類型的混響效果 3/Enables SW I3DL2混響(高品質) 2/Enables SW I3DL2混響(低質量) 1/Enables硬件I3DL2混響(EAX) 4/Enables基於 DSP FreeVerb混響 5/Enables基於 DSP的VST插件:經典混響 6/Enables基於 DSP Princeton2016(禁用) 7/Enables DSP的基礎 RoomMachine844 0/Disables混響完全 sys_spec紋理設置 r_TexSkyResolution 1 - [0] [1] [2] 0 - [3] [4] [5] 允許規模的冒名頂替者的紋理分辨率(雲) 2 - [1] 1.5 - [2] 1 - [3] [4] [5] 3 - [0] 為目標的環境 cubemap設置的分辨率,以像素為單位 0/64x64 - [0] [1] 1/128x128 - [2] 2/256x256 - [3] [4] [5] 設置為二維目標環境紋理的分辨率,以像素為單位 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體積效果設置 r_Beams 3 - [1] [2] [3] 2 1 - [4] [5] 0 - [0] 梁片之間的距離 0.5 - [1] [2] 0.05 - [3] [4] 0.01 - [5] 1 - [0] 最大梁片 32 - [1] 64 - [2] 200 - [3] [4] 300 - [5] 16 - [0] 啟用雲 關 - [0] - [1] [2] [3] [4] [5] sys_spec水設置 距離水因子反映質地更新 0.1 - [1] 0.05 - [2] 0.0 - [3] [4] [5] 0.2 - [0] 設置鑲嵌量 1 - [1] 10 - [2] [3] 20 - [4] 30 - [5] 0.5 - [0] 設置掃描寬度為 boustrophedonic剝離網狀 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] 激活FFT基於海洋 關 - [0] - [1] [2] [3] [4] [5] 定義著色的水的質量 1 - [0] [1] 2 - [2] 3 - [3] 4 - [4] [5] 激活水的反射,如果超過一定閾值的可見像素 0.05 - [1] [2] [3] 0.025 - [4] 0.010 - [5] 0.1 - [0] 額外的渲染設置 最大fps 60 - [開放] 120 - [開放] 33 - [開放] 物理CPU核心 核心1 核心2 核心3 核心4 核心5 核心6 核心7 核心8 早期電影更新(更順利晉級場景 /短片) - [開放] 關 - [開放] 啟用 GPU物理 - [開放] 關 - [開放] 最大LOD(0最高始終)/最佳結合使用e_LodMin 0 - [4] [5] 1 - [2] [3] 2 - [1] 3 - [0] 4 - [0] 5 - [0] 6 - [0] 最小各向異性過濾級別 4 - [1] [2] 8 - [3] [4] 16 - [5] 0 - [0] 最大各向異性過濾級別 4 - [1] [2] 8 - [3] [4] 16 - [5] 0 - [0] LOD的最小字符 0 - [3] [4] [5] 1 - [1] [2] 2 - [0] 最大布物理距離 50 - [1] 100 - [2] [3] 150 - [4] 200 - [5] 25 - [0] 郵政的MSAA模式 2X AMSAA箝位重投影 - [打開] 2X AMSAA與線性混合 - [開放] 遠程渲染Compilet(關閉) 關閉 在 顯示屏幕上的信息(不工作ATM) 關閉 在 梁軟件裁剪 - [0] [1] [2] 關 - [3] [4] [5] 啟用遊戲中使用Alt - Tab 關閉 在 最大紋理各向異性水平/最好使用r_TexMinAnisotropy 8 - [1] [2] [3] 16 - [4] [5] 4 - [0] 遊戲色彩位 32位 24位 16位 電暈淡出距離 0.25 0.50 0.75 1 1.5 2 近視野繪製距離 65 70 75 合併後處理效果(3) 1 - [1] [2] 2 - [3] [4] 3 - [5] 0 - [0] 最大的HDR範圍適應 1.01 0.91 0.81 0.71 0.61 0.51 0.41 0.31 0.21 0.11 最大的HDR範圍,以ADAP 8 - [0] 16 - [1] 32 - [2] 64 - [3] 128 - [4] 256 - [5] 屏幕HDR糧食效應 0.0 - [開放] 0.15 - [開放] 0.30 - [開放] 0.45 - [開放] 0.85 - [開放] 1 - [開放] 使用著色實例查找表 - [1] [2] [3] [4] [5] 關 - [0]
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