The PC config has 'e_GINumCascades', but other than that there doesn't seem to be any control in the cvars.Does anybody have a clue on which part controls the Virtual Point Lights? I want to play with the Global Illumination once the PC demo arrives
The PC config has 'e_GINumCascades', but other than that there doesn't seem to be any control in the cvars.
That's strange, in the global console config it seems to indicate r_Width = 1280 r_Height = 720, how come it didn't apply to what we're seeing in the 360 beta?
Another thing:
r_Height = 704
on the ps3 code. It means 1280x704p it's real resolution?
Or it could be hardcoded into the 360 build. That would also explain all the missing variables (like the settings for anamorphic flares, particle refraction, etc).If the measured res for the 360 is correct then the real resolution should come from somewhere else in the files.
--sys_spec_ObjectDetail=2
e_lod_ratio=4
e_view_dist_ratio_detail=19
e_vegetation_min_size=0.5
e_decals_life_time_scale=1
e_max_view_dst_spec_lerp=0.5
es_DebrisLifetimeScale=0.6
e_cbuffer_resolution=128
ca_AttachmentCullingRation=120
e_terrain_occlusion_culling_max_dist=130
--sys_spec_Shading=2
q_ShaderGeneral=1
q_ShaderMetal=1
q_ShaderGlass=1
q_ShaderVegetation=1
q_ShaderIce=1
q_ShaderTerrain=1
q_ShaderShadow=1
q_ShaderFX=1
q_ShaderPostProcess=1
q_ShaderHDR=1
q_ShaderSky=1
q_Renderer=1
q_ShaderWater=1
r_SSAO=0
e_terrain_normal_map=0
r_EnvTexUpdateInterval=0.075
r_TexturesFilteringQuality=1
--sys_spec_VolumetricEffects=2
r_BeamsDistFactor=0.5
r_BeamsMaxSlices=32
--sys_spec_Shadows=2
-
r_ShadowJittering=1
e_shadows_cast_view_dist_ratio=0.45
e_shadows_on_alpha_blended=0
e_gsm_cache = 1
--sys_spec_Texture=2
r_ImposterRatio=1.5
r_DynTexMaxSize=60
r_DynTexAtlasCloudsMaxSize=24
r_DynTexAtlasSpritesMaxSize=16
--sys_spec_Physics=2
e_cull_veg_activation=30
es_MaxPhysDist=100
es_MaxPhysDistInvisible=15
e_phys_ocean_cell=1
e_foliage_wind_activation_dist=10
p_gravity_z=-9.8
-
-
--sys_spec_PostProcessing=2
r_DepthOfField=1
--sys_spec_Particles=2
-
-
e_particles_quality=2
e_particles_max_emitter_draw_screen=8 (bigger particle limit)
e_particles_min_draw_pixels=1 (lower better)
--sys_spec_GameEffects=2
g_ragdollMinTime = 8.0
g_ragdollDistance = 20.0
g_battleDust_enable = 0
p_max_substeps=5
-------------------
sys_flash_curve_tess_error=4
r_HDRRendering=0
-
-
r_HDRBrightOffset=6
r_HDRBrightThreshold=3
r_HDRLevel=0.6
-
r_EyeAdaptionBase=0
r_EyeAdaptationFactor=0.5
r_EnvTexResolution=2 (lower worse)
r_TexSkyResolution=0
r_DetailNumLayers=1
r_DetailDistance=4
r_TexBumpResolution=0
r_TexResolution=0
r_TexturesStreaming=0
-
r_TexturesStreamPoolSize=256
r_ShadersUserFolder=1
r_GeomInstancing=1
r_refraction=1
r_ShadowBlur=0
- No SSAO under medium settings
-
-
-
-
r_WaterReflections=1
r_WaterUpdateFactor=0.1 (lower more updates per second)
e_water_tesselation_amount=6
e_water_tesselation_swath_width=10
r_WaterUpdateDistance=1
r_WaterCaustics=1
-
r_WaterReflectionsQuality=1
e_water_ocean_fft=0
r_WaterReflectionsMinVisiblePixelsUpdate=0.05
-
r_WaterRefractions=0
-
r_WaterUpdateFactor=0.1 (lower better)
r_WaterReflectionsQuality=1
-
-
e_level_auto_precache_textures_and_shaders=0
e_shadows_slope_bias=4
e_shadows_max_texture_size=512
e_vegetation_sprites_min_distance=8 (lower worse)
-
e_vegetation_sprites_distance_custom_ratio_min=0.75 (draw distance mult, higher better)
-
e_gsm_range=3
e_gsm_range_step=3
e_gsm_lods_num=4
-
-
e_vegetation_bending=2
e_clouds=1
-
-
-
e_terrain_ao=0
e_dissolve=0
r_UsePOM=0
e_sky_update_rate=0.5 (higher better)
-
-
e_proc_vegetation=1
e_lod_min_tris=300
e_vegetation_use_terrain_color=1 (?, might be 0)
e_view_dist_ratio=60
e_view_dist_min=0
e_view_dist_ratio_vegetation=21
e_obj_quality=2
e_lod_min=1 (lower better)
-
e_vegetation_sprites_distance_ratio=1
-
-
r_PostProcessEffects=1
r_UseEdgeAA=0
r_MotionBlur=1
r_SunShafts=0
r_Glow=1
r_Beams=3 (3 means optimised volume beams)
r_Coronas=1
-
r_DepthOfField=1 (higher better)
r_ColorGrading=0
-
r_Rain=1 (higher better)
-
r_CustomVisions=1
-
-
-
-
-
-
-
-
e_dynamic_light_frame_id_vis_test=1
e_decals_merge=1
e_decals_hit_cache=1
e_decals_neighbor_max_life_time=4
e_decals_overlapping=0
e_terrain_lod_ratio=1 (lower better)
-
-
-
e_shadows_cast_view_dist_ratio=0.45
e_gsm_cache_lod_offset=3 (higher better)
-
-
-
-
p_max_MC_iters=5000 (higher better)
-
g_breakage_particles_limit=130
-
-
p_max_entity_cells=300000
-
Try out the demo Xbox live free weekend.
r_DynTexAtlasCloudsMaxSize = 8 (24)
r_DynTexAtlasSpritesMaxSize = 8 (16)
e_water_tesselation_amount=1 (vs 360, PS3 has 6 like medium going by config) (1)
Set tesselation amount
r_WaterUpdateFactor = 0.15 (low 0.5, medium 0.1, the 0.01 is for very high, not global default)
Distance factor for water reflected texture updating.
Usage: r_WaterUpdateFactor 0.01
Default is 0.01. 0 means update every frame
r_WaterUpdateFactor=0.25 (low 0.5, medium 0.1, the 0.01 is for very high, not global default)
Distance factor for water reflected texture updating.
Usage: r_WaterUpdateFactor 0.01
Default is 0.01. 0 means update every frame
e_SkyUpdateRate=0.2 (low 0.12, medium 0.5)
Percentage of a full dynamic sky update calculated per frame (0..100]
e_ViewDistRatio=25 (40)
View distance ratio for objects
e_ViewDistRatioVegetation=12 (15)
View distance ratio for vegetation
r_beams = 0 (4, think it is single layer beams)
Toggles light beams.
Usage: r_Beams [0/1/2/3]
Default is 3 (optimized beams with glow support). Set to 0 to disable beams or 2 to
use fake beams. Set 1 for real beams, full resolution (slower). Set to 3 to use
optimized and with glow support beams.
r_coronas = 0 (1, might be moot in CE3 with deffered renderer, dunno)
Toggles light coronas around light sources.
Usage: r_Coronas [0/1]Default is 1 (on).
e_DecalsNeighborMaxLifeTime=1 (4)
If not zero - new decals will force old decals to fade in X seconds
g_breakage_particles_limit = 40 (80)
Imposes a limit on particles generated during 2d surfaces breaking
p_max_mc_iters = 2000 (4000, physics)
Specifies the maximum number of microcontact solver iterations
e_GsmCacheLodOffset=2 (no shadows in low but medium has a value of 3. Controls which shadow LODs have same updaterate as global framerate, 2 means LOD 0+1+2 have full and the rest after that probably 15fps.)
Makes first X GSM lods not cached
e_TerrainLodRatio = 2 (1, lower is better, 0 is disabled terrain LOD)
Set heightmap LOD
e_water_tesselation_amount=1 (vs 360, PS3 has 6 like medium going by config) (1)
Can we really compare CVAR values between two different engines though??
Thx for all that work, but I was thinking just in more general terms not specific cvars, like what general aspects look like low Crysis PC quality to you? But that CVAR table is still interesting.
Wouldn't that be odd since I thought Xenos had tesselation and RSX didn't?
I should also say this game sounds really good through 5.1, with really punchy bass. As expected for a audiovisual showcase title from crytek.