[360, PS3] Crysis 2

Nebula...care to explain how they found 360 config settings?

http://www.mindch.com/2011/02/crysis-2-xbox-360-vs-pc-comparison.html

I've seen those pics before in another forum. It is via the editor by clicking on the spec settings. There is 360 and low to very high. However it is highly unreliable , atleast for PC side as shader settings are locked to max medium and true very high doesn't really from what I've read and seen work in DX9. Also you would need to restart editor when changing specs else it will not be representative as there are things that cant be changed during runtime AFAIK. But it does still give a good hint for 360 visuals.

There was also another shot showing difference but it boiled down to mostly LOD differences. Difference was quite big though regarding LODs (view from above of the park).
 
I've seen those pics before in another forum. It is via the editor by clicking on the spec settings. There is 360 and low to very high. However it is highly unreliable , atleast for PC side as shader settings are locked to max medium and true very high doesn't really from what I've read and seen work in DX9. Also you would need to restart editor when changing specs else it will not be representative as there are things that cant be changed during runtime AFAIK. But it does still give a good hint for 360 visuals.

There was also another shot showing difference but it boiled down to mostly LOD differences. Difference was quite big though regarding LODs (view from above of the park).
I understand,but beside resolution it could give a quite good indication how 360 version looks like indeed,since I guess 360 won't have any shaders set on high,right?
And yea,is their AA also locked at 1 at cfg cus I don't see any difference.
 
Probably becouse it also calls for shader code that is tailored for Cell+RSX. 360 settings might work though but it might not reflect the visuals correctly since it will run PC shaders and maybe other things aint correct to. Some settings cant be changed at runtime either so you would need to reload editor with 360/PS3 settings as priority (is same with CE2). IIRC parts of textures, LODs, shader related settings needs to be reloaded when not in runtime as else latest cvar values will be kept.

So anyone tried using the ps3 setting in editor?
Or does it not work like that?

Edit:Ask my friend he could start editor but he can't load the ps 3 setting.
He said something about no ps 3 connected.
This is the only data we know from both console versions of the game. We also know individual console settings override global console settings.

I took a quick look at the settings, and the most noticeable differences are the water tesellation on the PS3 which seems a lot better than on the 360, the FogDepthTest which isn't activated on the PS3 and the VegetationSprites, apparently absent on the PS3 version.

Those are the most noticeable differences to me.

Except for the Fog setting, I remember Nebula posted some great, self-explanatory pics showing the differences between the VegetationSprites setting and the water tesellation, but it's so late that I can't find them right now, nor any other appreciable differences between the config files of both consoles.

It seems quite fun trying to spot them, anyways.

Here they are, at first glance.

Global console config (console.cfg):


--sys_spec_ObjectDetail=2

e_LodRatio=4
e_ViewDistRatioDetail=19
e_VegetationMinSize=0.5
e_DecalsLifeTimeScale=1
e_MaxViewDistSpecLerp=0.5
es_DebrisLifetimeScale=0.6
e_CoverageBufferResolution=128
ca_AttachmentCullingRation=120
e_TerrainOcclusionCullingMaxDist=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=4
e_TerrainNormalMap=0
r_EnvTexUpdateInterval=0.075
r_TexturesFilteringQuality=2

--sys_spec_VolumetricEffects=2

r_BeamsDistFactor=0.5
r_BeamsMaxSlices=32

--sys_spec_Shadows=2

r_ShadowsUseClipVolume=1
r_ShadowJittering=1
e_ShadowsCastViewDistRatio=0.45
e_ShadowsOnAlphaBlend=0
e_GsmCache = 1

--sys_spec_Texture=2

r_ImposterRatio=1.5
r_DynTexMaxSize = 20
r_DynTexAtlasCloudsMaxSize = 8
r_DynTexAtlasSpritesMaxSize = 8

--sys_spec_Physics=2

e_CullVegActivation=30
es_MaxPhysDist=100
es_MaxPhysDistInvisible=15
e_PhysOceanCell=1
e_FoliageWindActivationDist=10
p_gravity_z = -13
e_PhysOceanCell=0
e_OnDemandPhysics = 0

--sys_spec_PostProcessing=2

r_DepthOfField=1

--sys_spec_Particles=2

e_particlespoolsize = 1536
e_particlesemitterpoolsize = 1536
e_ParticlesQuality=2
e_particlesMaxScreenFill = 16
e_particlesMinDrawPixels = 0.7

--sys_spec_GameEffects=2

g_corpseMinTime = 8.0
g_corpseMinDistance = 20.0
g_battleDust_enable = 0

p_max_substeps=2

-------------------

sys_flash_curve_tess_error = 4

r_HDRRendering = 1
r_HDRBlueShift=1.0
r_HDRBrightLevel=0.85
r_HDRBrightOffset=6
r_HDRBrightThreshold=6
r_HDRLevel=6
r_HDROffset=10
r_EyeAdaptationBase=0.1
r_EyeAdaptationFactor=0.85

r_EnvTexResolution = 1
r_TexSkyResolution = 1
r_DetailNumLayers = 2
r_DetailDistance = 4

r_TexBumpResolution=0
r_TexResolution=0

r_TexturesStreaming = 1
r_texpreallocateAtlases=0

r_TexturesStreamPoolSize = 90

r_ShadersUserFolder = 1
r_GeomInstancing = "0"
r_refraction = 1
r_ShadowBlur = "0"

r_SSAOQuality=1
r_SSAORadius=1.5
r_SSAODownscale = 1

e_CoverageBuffer = 1
e_Coveragebufferrotationsafecheck=2
r_WaterReflections=1
r_WaterUpdateFactor=0.25
e_WaterTesselationAmount=1
e_WaterTesselationSwathWidth=10
r_WaterUpdateDistance=1.0
r_WaterCaustics=1
r_WaterCausticsDeferred=2
r_WaterReflectionsQuality=4
e_WaterOcean_fft=1
r_WaterReflectionsMinVisiblePixelsUpdate = 0.05
e_HwOcclusionCullingWater = "1"
r_WaterRefractions = 1
r_WaterCausticsDistance = 16
r_WaterUpdateFactor = 0.15
r_WaterReflections_Quality = 4

r_Width = 1280
r_Height = 720

e_LevelAutoPrecacheTexturesAndShaders = "1"
e_ShadowsSlopeBias=1.0
e_ShadowsMaxTexRes = "512"
e_VegetationSpritesMinDistance = 32
-- 0.3 is fastest value in game04 cxp_benchmark
e_VegetationSpritesDistanceCustomRatioMin=0.3
e_StatObjMerge = "1"
e_GsmRange = 3
e_GsmRangeStep = 3
e_GsmLodsNum = 4 // shadows fix for elevator scene
e_DynamicLightsMaxEntityLights = 5
e_ParticlesPreload = 0
e_VegetationBending = 1
e_Clouds=1
e_StreamCgf=1
e_streamcgfpoolsize=24
e_LevelAutoPrecacheCgf = 1
e_TerrainAo=0
e_Dissolve=2
r_UsePOM = 0
e_SkyUpdateRate=0.2
e_ProcVegetationMaxSectorsInCache = 8
e_ProcVegetationMaxObjectsInChunk = 256
e_ProcVegetation=0//not needed for city
e_LodMinTris=150
;for performance reasons disabled, saved 1% frametime, decided with MartinM to disable it
e_VegetationUseTerrainColor = 0

e_ViewDistRatio=25
e_ViewDistMin=10
e_ViewDistRatioVegetation=12
e_ObjQuality=2
e_LodMin=0
e_CharLodMin = 1
e_VegetationSpritesDistanceRatio=1
e_ShadowsLodBiasFixed=1

e_GI = 1

r_PostProcessEffects="1"
r_UseEdgeAA = 1
r_MotionBlur = 2
r_SunShafts = 2
r_Glow = 1
r_beams = 0
r_coronas = 0 // unsuported on consoles atm
r_useSRGB = 1
--r_DepthOfField = 3
r_ColorGrading = 2
r_ColorGradingCharts = 1
r_rain=2
r_RainAmount = 1.2

r_CustomVisions = 1

ca_MemoryUsageLog=0
ca_physicsProcessImpact=0

sv_gamerules = "SinglePlayer"

hud_startpaused="0"

sys_StreamCallbackTimeBudget=20000

r_ShadersAsyncCompiling = 1
--r_ShadersRemoteCompiler=1
r_ShadersPreactivate = 1

e_DynamicLightsFrameIdVisTest=2
e_DecalsMerge=0 // 0 = less memory allocations and stalls, but more drawcals
e_DecalsHitCache=1
e_DecalsNeighborMaxLifeTime=1
e_DecalsOverlapping=0

e_TerrainLodRatio = 2
e_TerrainTextureStreamingPoolItemsNum=32

e_LevelAutoPrecacheCameraJumpDist=0 // precache disabled for less loading time

e_ShadowsCastViewDistRatio=1 // less shadow popping in crysis and game04 areas
e_GsmCacheLodOffset=2 // shadow maps update frequentcy

r_FogDepthTest = 10

r_DeferredShadingLightVolumes=1

r_DrawNearZRange = 0.23 //temp solution for depth range for DRAW_NEAREST
r_DrawNearFarPlane = 80

p_max_mc_iters = 2000

r_DisplayInfo = 0

g_breakage_particles_limit = 40

p_joint_damage_accum=2
p_joint_damage_accum_threshold=0.2
p_max_entity_cells=10000

log_AllowDirectLoggingFromAnyThread = 1



360-specific optimisations (x360.cfg):

r_multithreaded=2
e_LodRatio=5
e_CoverageBufferResolution=128
e_lodmin = 0

e_streamcgfpoolsize = 24
r_TexturesStreamPoolSize = 90

s_VariationLimiter = 0.3 -- FOR SUBMISSIONS TO EA QA, WILL BE ADJUSTED OVER TIME!!
s_Obstruction = 1
s_ObstructionAccuracy = 1
s_ObstructionUpdate = 0.5
s_SoundMoodsDSP=1
s_ReverbType=0

p_num_threads=2
d3d9_pip_buff_size = 24

g_breakage_mem_limit = 5000

r_DeferredShadingSortLights=0

r_VSync = 2
sys_maxfps = 30

d3d9_rb_verts=32768
d3d9_rb_Tris=65536

e_particlesThread=4
sys_streaming_cpu=1
sys_physics_CPU=5




PS3-specific optimisations:


;////////////////////////////////////////
;// Disabled untill RSX allocations resolved
sys_pakLoadCache=0
sys_pakStreamCache=0
;////////////////////////////////////////
sys_streaming_memory_budget = 2

//disabled due to devtrackID 7445
e_VegetationSprites = 0
e_VegetationSpritesDistanceRatio=0.95
r_VegetationSpritesTexRes = 128
e_LodRatio=5

r_PS3ConstBufferAdjustment=128
e_PhysMinCellSize = 4

r_multithreaded = 1

r_VSync = 1
sys_maxfps = 30

i_forcefeedback = 1
i_lowFreqMotorScale = 0.4
i_digitalMotorActivationScale = 0.4
i_motorDeadZone = 0.25

e_GsmCache = 1
e_GsmRange = 4
e_GsmRangeStep = 4.5
e_GsmLodsNum = 3

e_CoverageBufferResolution = 128
e_CoverageBufferVersion = 3
r_ConditionalRendering = 2
sys_physics_CPU = 1
spu_enable = 1
r_UseGSParticles = 0
e_OcclusionCullingViewDistRatio = 1.0
r_deferredshadingstencilprepass = 1
r_ShadowsDepthBoundNV = 1
r_UseShadowsPool = 1
r_DeferredShadingDepthBoundsTest = 1
e_WaterTesselationAmount = 6
spu_flipmode = 1
r_PS3HalfResRendering = 1

s_VariationLimiter = 0.3 -- FOR SUBMISSIONS TO EA QA, WILL BE ADJUSTED OVER TIME!!
s_Obstruction = 1
s_ObstructionAccuracy = 1
s_ObstructionUpdate = 0.5
s_SoundMoodsDSP=1
s_ReverbType=2

e_ProfileLevelLoading=0

p_async_rwi_use_spu = 1
p_max_spu_rwi_cells = 5
g_no_secondary_breaking = 1
g_tree_cut_reuse_dist = 1
g_breakage_mem_limit = 2000

es_maxphysdistcloth=300

r_FogDepthTest = 0 // with HDR enabled on PS3 we merge Fog pass with HDR decode pass - so we cannot have this nice optimization anymore
r_Refraction = 2 // enable reads from destination render targets - avoid copies
r_texturesstreampoolsize=60
r_MeshPoolSize = 2048
r_MeshVolatilePoolSize = 768

r_Height = 704
e_DecalsMerge=0

e_coveragebufferaccurateobbtest = 0
e_shadowsocclusionculling = 0
e_coveragebufferbias=3
e_AutoPrecacheCgfMaxTasks=2
e_DecalsMaxUpdatesPerFrame=2 // limit number of static decal mesh updates per frame

ps3_virt_mem_sys_size_kb=3072
ps3_virt_mem_rsx_size_kb=20470

net_psnForceServer=1
 
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Friendly reminder, this is the CONSOLE discussion of Crysis 2. Take all the talk about the PC version to the PC thread.
 
NOTE: Beware that there might be spoilers present that tries to ruin the plot/storyline of Crysis 2 for those waiting to get the final game. I cant say if they are fake or real but they might still be spoilers.

Watch out on Youtube and on lowgrade forums becouse the spoilers are put into the video/thread headline, not in video nor post content so the spoiling is immediate. Even searching on Google/Youtube or alike service with atleast "Crysis 2" can reveal YT/forum headlines giving away spoilers in the search results.

Just incase. :)
 
Hmm, Skyline PC


Vs 360


What do you think Nebula?

Part of me thinks "hey 360 is keeping up pretty well", and part of me thinks "PC looks quite a bit better"
 
I'll grab some shots and line them up but they initailly seems quite alike besides 360 video/game settings making it brighter and for PC video more contrast. Also FOV seems wider for PC. Also nice to see debuginfo. Shows it's medium specs and just at a quick glance shows upwards 70 lightsources (besides sun lightsource) depeding on where the player is per frame.

Polygon count seems around 650-950k and shadows around 500-850k /frame.

I have sent you the link with shots from PC video you linked above. I didn't find a good match in 360 video and the IQ was also bad in that video. You could try to find videos of 360 demo/captures with same angles and view to do a comparision.
 
Last edited by a moderator:
NOTE: Beware that there might be spoilers present that tries to ruin the plot/storyline of Crysis 2 for those waiting to get the final game. I cant say if they are fake or real but they might still be spoilers.

Watch out on Youtube and on lowgrade forums becouse the spoilers are put into the video/thread headline, not in video nor post content so the spoiling is immediate. Even searching on Google/Youtube or alike service with atleast "Crysis 2" can reveal YT/forum headlines giving away spoilers in the search results.

Just incase. :)

thanks for the heads up!!
 
Another "comparison" from PC and 360 specs.

jr41ud.jpg

25ozy4w.jpg

*note that PC version has shaders locked on medium and 360 version runs at higher resolution

*Nebula,can you spot tessellation amount on that water in comparison with cfg. file?
 
Why there's not GI info in X0 version and what with lack of texture filtering in PC shot [it should be there]?
 
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Another "comparison" from PC and 360 specs.

*note that PC version has shaders locked on medium and 360 version runs at higher resolution

*Nebula,can you spot tessellation amount on that water in comparison with cfg. file?

Looks quite alike tesselation value of 6-10 if going by Crysis with wave size set to to be a bit rough. Though 360 has a value of 1 in 360 demo and that certainly is a lot more than 1. Seems difference between pics regarding water is more the shading and reflections and water tesselation box size. Interesting they got different FOV. Looks like 50-55 vs 60-65 degree.

Besides that it seems LODs and shadowmap res and some other bits. But very high doesn't work despite label. Would be interesting to match up with high or below as of LODs and shadowmap res.

Might need restart or it's just broken beyond lower settings.
 
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Why there's not GI info in X0 version and what which lack of texture filtering in PC shot [it should be there]?

Though it instead has "StGT". Wonder what it means with that. I'll also assume it is an 8 for first dynamic light value as 1 is given since the sun is casting shadows.
 
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Average console gamers probably sit in a very different position relative to their TVs compared to where a PC gamer sits relatively to the monitor. They might be accounting for that.
 
Seems in this leak 360 spec is somewhere between low and medium. LODs look lower than low looking at distant bushes. Textures look all the same at any setting except the lighting that lits mapping changes. Shadowmap res (house wall, brick wall midways), DOF looks like low (maybe medium for DOF).

Lighting, water+it's shading (but seems 3D water box is a bit larger), polygon counts though shadows have less so probably lower draw distance/shadow casting objects than medium. From medium and up to very high shading and lighting looks the same why it's locked to medium and 360 seems around there to.

High to very high is pretty much the same except objects LODs and perhaps 3D water box size. The spotlight amount is 4x higher than high (most likely the comparision maker enver reloaded editor/game so previous v.h settings are still present that needs a full restart).


EDIT: One thing I find really interesting is all PC settings have 0 for the first value regarding dynamic sun light (in CE2). In debuginfo it states HDR GI is used for PC and obviously sun is dynamic and casting shadows. 360 version however has a value of 1 and debuginfo shows no GI. Also on PC you got "StT" and on 360 "StGT".

Think the comparision(s) are on a to loose basis to make any really worthy conclusions. Also needs a clean 360 spec config load with game/engine restart. Might serve as a light finger pointer for some things though.
 
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Here is new medium shot...Nice looking,if consoles get it to look like this I'll be more than happy:D
Med.jpg

EDIT.
Someone should try 360 settings on 720p so we can have a closer indication of console look :)
 
r_Width = 1280
r_Height = 720

This may be old but how the hell we have this in the global console settings when the 360 version runs at 1152*720? Am I missing something in the 360 specific settings? Maybe the SP will run at a higher res but this scenario sounds too good to be true.
 

This may be old but how the hell we have this in the global console settings when the 360 version runs at 1152*720? Am I missing something in the 360 specific settings? Maybe the SP will run at a higher res but this scenario sounds too good to be true.
To be honest its not such a big difference actually.But what is weird to me is that Edge AA set on 1 looks much better(on 720p) than it ever did in MP beta.I dunno if demo was older build with AA technique not finished yet but it certainly looks crisper.
 
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