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#1 | |||
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Iron "BEAST" Man
Join Date: Mar 2007
Location: NGC2264
Posts: 8,384
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Release date: Out now worldwide.
Platforms: PC, Quote:
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Official promotion videos: "Be the weapon" "Be strong" "Be invisible" "Be fast" "Multiplayer progression part 1" "Multiplayer progression part 2" "Multiplayer progression part 3"
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"If you told me that if I ate a kilo of shit I would put on a pound of muscles, I would do it." -Arnold Schwarzenegger |
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#2 |
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Iron "BEAST" Man
Join Date: Mar 2007
Location: NGC2264
Posts: 8,384
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Reserved for new info/links and material (patches etc).
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"If you told me that if I ate a kilo of shit I would put on a pound of muscles, I would do it." -Arnold Schwarzenegger |
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#3 |
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Naughty Boy!
Join Date: Mar 2009
Location: Liverpool
Posts: 2,980
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wookies love cookies ! |
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#4 |
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Celebrating Mediocrity
Join Date: Aug 2003
Location: Blackwater Park
Posts: 1,929
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This has probably been asked numerous times, but are you able to tweak individual video options in the final build? I broke down and bought the damn thing and you weren't able to in the MP demo. I haven't installed it yet, though. It's sitting in my bag.
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"I'm Torque and I'm here to ask you one question, and one question only; EXPLOSIONS?" |
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#5 |
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Artist formely known as Vysez
Join Date: Mar 2004
Location: Paris, France
Posts: 3,899
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Did Crytek said anything about a SP demo?
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- Power corrupts and absolute power is kinda neat. - If at first you don't succeed, put it out for beta test. --Internets |
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#6 |
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penguins
Join Date: Feb 2004
Posts: 13,978
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They have more important things to do, like finishing DX11 and exposing advanced settings in the options.
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#7 | |
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Iron "BEAST" Man
Join Date: Mar 2007
Location: NGC2264
Posts: 8,384
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Quote:
Code:
sys_spec_ObjectDetail=1/2/3/4 sys_spec_Shading=1/2/3/4 sys_spec_VolumetricEffects=1/2/3/4 sys_spec_Shadows=1/2/3/4 sys_spec_Texture=1/2/3/4 sys_spec_Physics=1/2/3/4 sys_spec_PostProcessing=1/2/3/4 sys_spec_Particles=1/2/3/4 sys_spec_Sound=1/2/3/4 sys_spec_Water=1/2/3/4 sys_spec_GameEffects=1/2/3/4
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"If you told me that if I ate a kilo of shit I would put on a pound of muscles, I would do it." -Arnold Schwarzenegger |
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#8 | |||||||
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Iron "BEAST" Man
Join Date: Mar 2007
Location: NGC2264
Posts: 8,384
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Some info and interesting bits regarding PC version with comparision pictures to illustrate effects/differences. Shows rendering tech in Crysis 2 with perfomance nunmbers and more.
http://crytek.com/sites/default/file...es_final_2.pdf This quote below shows what I was suspecting considering how jaggy free whole scenery is and blur quite low. Quote:
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http://timothylottes.blogspot.com/20...idia-fxaa.html Quote:
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"If you told me that if I ate a kilo of shit I would put on a pound of muscles, I would do it." -Arnold Schwarzenegger Last edited by Neb; 24-Mar-2011 at 20:18. |
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#9 |
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Celebrating Mediocrity
Join Date: Aug 2003
Location: Blackwater Park
Posts: 1,929
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Thanks, Neb!
Seeing as Crysis 2 is going to push my video card to the limit, it's been a while since I've had to monitor fan speeds. What's a good fan speed adjusting application?
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"I'm Torque and I'm here to ask you one question, and one question only; EXPLOSIONS?" |
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#10 |
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Member
Join Date: Aug 2009
Posts: 833
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Neb, are You going to make another topic for configs and cvar benchmarks/screens comparison and discussion?
I think it would be better to have one combine topic with only tweaks than merge it with gameplay impressions, walkthroughs, multiplayer talks and screens - they'll just disappear too fast, and there will be too many concurrent topics going on. Last edited by KKRT; 24-Mar-2011 at 20:51. |
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#11 |
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Member
Join Date: Sep 2003
Location: Zwijndrecht/Rotterdam, Netherlands and Phobos
Posts: 847
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Is was hoping you will post something intresting and there it is
I'am doing some tweaks myself and wonder if SSAA is posible? I will digging into the www for more info as I like to change quite a fw things too. It looks like the ingame AA does a great job indoors, but it covers to everything. BTW, pc sys 4? I thought 3 is the max?
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Schieten op de beesten. |
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#12 | |
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Artist formely known as Vysez
Join Date: Mar 2004
Location: Paris, France
Posts: 3,899
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Quote:
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- Power corrupts and absolute power is kinda neat. - If at first you don't succeed, put it out for beta test. --Internets |
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#13 |
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Dangerously Mirthful
Join Date: Feb 2002
Location: Winfield, IN USA
Posts: 15,292
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Wow, just a thanks for all the info Neb! Much appreciated.
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Elite Bastards - Adminish “Be polite, be professional, but have a plan to kill everybody you meet.” - General James N. Mattis |
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#14 | |
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Iron "BEAST" Man
Join Date: Mar 2007
Location: NGC2264
Posts: 8,384
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Quote:
I'll post config I did which should be named "ultra extreme" or such. Ups GI quality, shadowres, 'very high' spec and more for better IQ at expense of perfomance but in a reasonable and apreciable way. Code:
//Custom config "ultra extreme" for Crysis 2. High-end PC config. //cl_fov=65 //set your FOV and remove "//" ahead of "cl_fov" con_restricted=0 //No console prompt cvar limitations. sys_MaxFPS=60 //Limit your framerate /We force 'very high' spec mode which allows for potentially more rendering detail/IQ if present in config. sys_spec_ObjectDetail=4 sys_spec_Shading=4 sys_spec_VolumetricEffects=4 sys_spec_Shadows=4 sys_spec_Texture=4 sys_spec_Physics=4 sys_spec_PostProcessing=4 sys_spec_Particles=4 sys_spec_Sound=4 sys_spec_Water=4 sys_spec_GameEffects=4 //We force highest shader rendering method/path incase above doesn't change it. q_ShaderGeneral=3 q_ShaderMetal=3 q_ShaderGlass=3 q_ShaderVegetation=3 q_ShaderIce=3 q_ShaderTerrain=3 q_ShaderShadow=3 q_ShaderFX=3 q_ShaderPostProcess=3 q_ShaderHDR=3 q_ShaderSky=3 q_ShaderWater=2 //a value of 3 doesn't exist and is for future water shading improvements q_Renderer=3 //pl_movement.power_sprint_targetFov=65 //Fov while sprinting in power mode. Match it to your "cl_fov" setting to have no //camera zooming effect when sprinting. Remove "//" infront of "pl_movement.power_sprint_targetFov" to activate. //ai_DynamicHidespotsEnabled=1 //If enabled, dynamic hidespots are considered when evaluating. Not tested so disabled. ca_FacialAnimationFramerate=30 //Update facial system at a maximum framerate of n. ca_FacialAnimationRadius=60 //Maximum distance at which facial animations are updated - handles zooming correctly. ca_cloth_air_resistance=1 //"advanced" (more correct) version of damping. es_DebrisLifetimeScale=8 //Debris lifetime multiplier factor. g_ec_enable=0 //If enabled (1) small debris pieces are removed from explosions if their size is small enough. g_muzzleFlashCullDistance=50000 //Culls distant muzzle flashes, distance factor. g_rejectEffectCullDistance=800 //Culls distant shell casing effects, distance factor. g_corpseUnseenTime=300 //Time in seconds that the player has to look away from the corpse before it disappears. g_corpseManager_maxNum=20 // Limit for number of corpses active at any time. g_corpseMinDistance=200 //Distance in meters that the player has to be away from the ragdoll before it can disappear. g_corpseMinTime=300 //Minimum time in seconds that a corpse will be visible. g_breakage_particles_limit=250 //Imposes a limit on particles generated during 2d surfaces breaking. r_DynTexMaxSize=155 //To avoid running out of texture cache. r_DepthOfFieldBokehQuality=1 //64 tap/sample Bokeh DOF for best Bokeh quality. r_DetailDistance=40 //mapping layer draw distance for surfaces with mapping layer. r_Fur=1 //Allows fur rendering. r_MotionBlurMaxViewDist=32 //Object motionblur max apply distance. Objects outside of this range dont get OBM. r_pointslightshafts=1 //Pointlights get shaft effect. r_VegetationSpritesTexRes=128 //Ensures best billboard vegetation rendering detail. r_TexAtlasSize=4096 //Allow for best texture LOD/IQ. //r_UseEdgeAA=3 //Different methods, method 3 might be best and might be used originally. r_TexMaxAnisotropy=16 //Allows for 16xAF wihtout clamping it to 8xAF for selective surfaces. r_UseParticlesHalfRes=0 //Fullres particle rendering r_UseMergedPosts=3 //Fullres OBM/screen effects. //r_WaterReflectionsQuality=3 //Might fix missing reflections on ocean water (def for v.h is 4 which seems semi broken). r_WaterReflectionsMinVisiblePixelsUpdate=0 //Everything is reflected no mather size of reflection. //r_ColorGradingChartsCache=0 //Per frame colorgrading chart sampling, higher perfomance impact vs IQ. r_RainMaxViewDist_Deferred=200 //Wet layer effect on terrain and objects. Draw distance in meteres. r_HDRTexFormat=1 //Highestquality HDR format. //r_HDRLevel=8 //Increases HDR strength for more HDR contrast. //r_HDREyeAdaptionCache=0 //Per frame eye-adaption changes. Higher perfomance impact vs IQ. e_CoarseShadowMask=1 //Coarse shadow rendering to give more depth. e_GIGlossyReflections=1 //Enable/disable reflective mode for global illumination. Default: 0 - disabled. //e_GsmCastFromTerrain=1 //Cast shadows from terrain. e_GIIterations=32 //Max amount of GI iterations for best GI quality. e_GISecondaryOcclusion=1 //Secondary GI ray bounce for better GI quality/precision. //e_GICache=0 //Per frame GI. Higher perfomance impact vs IQ. e_ParticlesMinDrawPixels=0 //No culling of particles no mather size near or at distance. e_ParticlesCoarseShadowMask=1 //Coarse shadow rendering for particles to give the more depth. e_ParticlesLightsViewDistRatio=512 //particle lights view distance ratio. //e_ShadowsSlopeBias=1 //Shadows slope bias for shadowgen. Fixes clipping shadows at certain angles. //e_SkyUpdateRate=100 //Percentage of a full dynamic sky update calculated per frame (0..100). e_ShadowsCastViewDistRatioLights=2 //View distance ratio for shadow casting lights. e_ShadowsMaxTexRes=1536 //Shadow resolution for more defined shadows. e_ViewDistRatioPortals=100 //View distance ratio for portals. e_ViewDistRatioLights=100 //View distance ratio for lights. e_DecalsLifeTimeScale=8 //Decal lifetime multiplier. e_LodRatio=40 //Object LOD ratio for no pop-ups/visible LOD changes. e_LodCompMaxSize=20 //Object LOD ratio for large objects like houses and big trees. e_DynamicLightsMaxCount=1024 //Max amount of dynamic lightsources allowed per frame. e_TerrainLodRatio=0.2 //Improves terrain smoothness. e_TerrainDetailMaterialsViewDistXY=4096 //Allow for best texture LOD/IQ. e_TerrainDetailMaterialsViewDistZ=256 /Allow for best texture LOD/IQ. e_RecursionViewDistRatio=2 //Water reflections view distance ratio.
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"If you told me that if I ate a kilo of shit I would put on a pound of muscles, I would do it." -Arnold Schwarzenegger Last edited by Neb; 24-Mar-2011 at 21:09. |
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#15 | ||
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Iron "BEAST" Man
Join Date: Mar 2007
Location: NGC2264
Posts: 8,384
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Quote:
Quote:
__________________
"If you told me that if I ate a kilo of shit I would put on a pound of muscles, I would do it." -Arnold Schwarzenegger |
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#16 | ||
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B3D Scallywag
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Quote:
Points to note are the water quality in Extreme mode using displacement mapping on the PC. Looks waaay better than the console version. Later on they also show some pics of POM aswell, presumably confirming that will be in place for Extreme mode. This was pretty interesting: Quote:
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PowerVR PCX1 4MB --> Voodoo Banshee 16MB --> GeForce2 MX200 32MB --> GeForce2 Ti 64MB --> GeForce4 Ti 4200 128MB --> 9800Pro 128MB --> 8800GTS 640MB --> Radeon HD 4890 1GB --> GeForce GTX 670 DirectCU II TOP 2GB |
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#17 |
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Member
Join Date: Sep 2003
Location: Zwijndrecht/Rotterdam, Netherlands and Phobos
Posts: 847
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Ripped from a german forum;
aus=off an=on r_HDRGrainAmount (0/1) = Imagegrain-Effekt aus/an cl_fov = Field of View (default = 55) r_motionblur (0/1) = Bewegungsunschärfe g_skipIntro = Keine Intro-Videos beim Start hide_hud = HUD komplett ausblenden (Overlays vom Fernglas und Waffen-Konfig-Menü geht weiterhin) r_PostMSAA = Post-MSAA (0=aus) r_hdrvignetting (0/1) = Vignette aus/an r_vsync (0/1) = Vsync aus/an cl_bobHud 0 = HUD wackelt nicht Neb, do I need to make an autoexec to make (all of) your settings to work?
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Schieten op de beesten. Last edited by Skinner; 24-Mar-2011 at 21:46. |
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#18 |
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Member
Join Date: Mar 2007
Location: Nebraska
Posts: 451
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Do we just put it in the Config file present in the Crysis 2 folder?
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#19 |
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Entirely Suboptimal
Join Date: Mar 2003
Location: WI, USA
Posts: 6,846
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One interesting thing with it being DX9 is that ATI SSAA might work.
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#20 |
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Iron "BEAST" Man
Join Date: Mar 2007
Location: NGC2264
Posts: 8,384
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Create a file named autoexec.cfg (extension has to be cfg). Put all the commands in there.
Also config tool released. Allows for easy custom settings modification, use of MSAA, disable/enable edge AA and more. http://www.incrysis.com/forums/viewtopic.php?id=33008
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"If you told me that if I ate a kilo of shit I would put on a pound of muscles, I would do it." -Arnold Schwarzenegger |
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#21 |
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B3D Scallywag
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Nice to see someone make the effort even if Crytek can't be bothered!
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PowerVR PCX1 4MB --> Voodoo Banshee 16MB --> GeForce2 MX200 32MB --> GeForce2 Ti 64MB --> GeForce4 Ti 4200 128MB --> 9800Pro 128MB --> 8800GTS 640MB --> Radeon HD 4890 1GB --> GeForce GTX 670 DirectCU II TOP 2GB |
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#22 | |
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penguins
Join Date: Feb 2004
Posts: 13,978
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Quote:
......just like High Res textures!
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#23 |
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Member
Join Date: Aug 2009
Posts: 833
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What's with that MSAA? Its their MSAA or what? Because normal MSAA should work on deffered.
BTW Dennis turned off everything except 4x MSAA and got astonishing results. http://www.abload.de/img/crysis22011-03-2423-02q72k.jpg http://www.abload.de/img/crysis22011-03-2423-34o70v.jpg http://www.abload.de/img/crysis22011-03-2423-36i7nr.jpg |
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#24 |
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Senior Member
Join Date: Sep 2006
Posts: 1,429
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Neb, add "launch trailer" to the OP.
http://www.youtube.com/watch?v=rm3mYGcSM4E
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“It is Microsoft. And I will kill them.” —Sony Computer Entertainment President and CEO Ken Kutaragi, asked in 1994 who he thought the biggest competition would be for his upcoming PlayStation game console. |
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#25 |
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Member
Join Date: Aug 2009
Posts: 833
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