Archive Thread of Screenshots of Ridunkulous Quality and Size [2007-2015]

Status
Not open for further replies.
Yes took some while playing in the cave level and on the beginning of the follwoing level. Inever stop getting blown away by the amount of post-processing and particles effects being pulled at the same time at above 30fps. [strike]It's almost breathtaking[/strike] it IS breathtaking and shocking especially considering the use of volume, soft particles and HDr lit particles..... mamalousky!

The screenshot with what looks like tearing... it's not vsync tearing but an ingame effect when the nanosuit visors fail garbling the image up (game post-process effect)!

warhead8qo1.jpg

warhead4hj6.jpg

warhead5me1.jpg

warhead6ic7.jpg

warhead10tr6.jpg

warhead11dv5.jpg
 
warhead12fs8.jpg

warhead13yq0.jpg

warhead16zt2.jpg

warhead15qb2.jpg


these shots dont even registers as medium particle/post-process moments vs average scenes in the game!

:drums: :gitarr: :smoothie:
 
Nice find homerdog. Though foliage "jaggyness" I have not seen in the way of being jaggy. Even upclose teh edges looks good with form. But it looks way to thin unless (like I do) play it with edgeaa set to 2. That makes the foliage thicker and IMO nicer looking.

With TSAA the foliage looks full but less "noisy" than it does with edgeaa at 2. It really looks a whole lot better; I would love to post some screenies but imageshack doesn't like me for some reason :(. You also get the advantage of having MSAA on all the non-foliage stuff. There are some glitches with distant vegetation LODs which could probably be taken care of with some cvars tweaking.
 
*rips off my hair*

It's on! it's just the post-process effect when getting hit and the visor failing!

*rips of my arm*

Ah. I've always wondered why I still get tearing occasionally. Gives me more motivation to not get shot :LOL:
 
Nebby i want your config file :D

And are those shots with a certain custom particle config?? ;)

Sure I'll put them up when I wake up (!). The resuce level had a fast TOD I made in like 5 mins :)shock:). And for Crysis, yes it's blessed by my particle mod and though original looks close i like mine more and I am still above 30fps!

I also have as part of my config the e_particles_lod set to 2.
 
Crysis... Noticed I was getting 20/30fps indicating triple buffering was off which was strange since I had it in the ini file. Noticed then that the game now started up in DX10/64bit mode...huh?

Might be that I just updated my DirectX with novemeber release.

Forced it back into DX9, triple buffering went on and framerate 25-40fps. 25fps on the wide view screenshot becouse DAMN it was showing 8million+ polygons per frame!

I think I have some global LOD turned off becouse that is a massive amount of poygons to render on each frame. Seems i messed something up in my ini yesterday when having fun fun time!

This downloaded custom map seemed to have some strange tree errors in some parts (indicated by editor to) but tweaked teh TOD a bit and this will go into my wallpapper folder. 1280'1024 native and edge aa set to 2 and it sure is hard to spot jaggies, same in motion to.

crysisso6.jpg

crysis4xf7.jpg

crysis1bt4.jpg

crysis2zr1.jpg

crysis3dc5.jpg

crysis5im5.jpg
 
I modified the TOD (Time Of Day) of the custom level + my custom config. It's really just to play with the settings and Crytek could have had this for any level since it has no perfomance impact.

GDC'06 look-alike, colorful
http://rapidshare.com/files/149450852/GDC06CL.rar.html

GDC'06 look-alike, sephia tone
http://rapidshare.com/files/149451329/GDC06SV.rar.html

My config has changed slightly since that time but it's the below for Crysis.

-- GeneralSettings

con_restricted=0

sv_cheatprotection=0

d3d9_TripleBuffering=1


cl_fov=75

v_lights=3
v_deformable=1

r_HDRLevel=0.8
r_HDRBrightOffset=8
r_Rain=2
r_MotionBlurShutterSpeed=0.06
r_DisplayInfo=0
r_SSAO_darkening=6
r_SSAO_amount=0.125
r_TextureLodMaxLod=0
r_TextureLodDistanceRatio=0

q_ShaderWater=3

p_max_approx_caps=12

i_lighteffectShadows=3

e_voxel_make_shadows=1
e_shadows_water=1
e_terrain_lod_ratio=0.2
e_terrain_deformations=1
e_particles_receive_shadows=1
e_recursion_view_dist_ratio=0.2



-- GameEffects

i_lighteffects = 1
g_ragdollMinTime = 300.0
g_ragdollUnseenTime = 2
g_ragdollDistance = 100.0
g_battleDust_enable = 1


-- MotionBlur

r_MotionBlur=5


-- ObjectDetail

e_proc_vegetation=1
ca_useDecals=1
e_decals_allow_game_decals=1
e_decals_life_time_scale=4
e_lod_ratio=12
e_lod_min=0
e_lods=1
e_view_dist_ratio_detail=100
e_view_dist_ratio_vegetation=60
e_vegetation_min_size=0
i_rejecteffects=1
e_vegetation_bending=2
sys_flash_curve_tess_error=2
e_view_dist_ratio=80
e_max_view_dst_spec_lerp=1
e_vegetation_sprites_distance_custom_ratio_min=2.5
e_vegetation_sprites_distance_ratio=1.5
e_detail_materials_view_dist_xy=4096
e_detail_materials_view_dist_z=256
es_DebrisLifetimeScale=1
e_cbuffer_resolution=256
e_dissolve=1
ca_DrawFaceAttachments=1
ca_AttachmentCullingRation=200
e_terrain_occlusion_culling_max_dist=800


-- Particles

e_particles_quality=4
e_particles_lod=2
e_particles_max_emitter_draw_screen=128
r_UseSoftParticles=1
e_water_ocean_soft_particles= 1
e_particles_object_collisions=1


-- Physics

e_cull_veg_activation=60
g_joint_breaking=1
g_tree_cut_reuse_dist=0
p_max_MC_iters=6000
e_phys_foliage=2
es_MaxPhysDist=200
es_MaxPhysDistInvisible=25
e_phys_ocean_cell=0.5
e_foliage_wind_activation_dist=50
g_breakage_particles_limit=250
p_max_object_splashes=3
p_splash_dist0=7
p_splash_dist1=30
p_splash_force0=10
p_splash_force1=100
p_splash_vel0=4.5
p_splash_vel1=10
v_vehicle_quality=4
p_max_substeps_large_group=5
p_num_bodies_large_group=100


-- PostProcessing

r_DepthOfField=2
r_sunshafts=1
r_UseEdgeAA=2
r_Flares=1
r_Coronas=1
r_colorgrading=1
r_GlowScreenMultiplier = 0.2


-- Quality

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_Renderer=3
r_LightsSinglePass=0


-- Shading

e_sky_type=1
e_sky_update_rate=1
r_DetailTextures=1
r_DetailNumLayers=2
r_DetailDistance=8
r_HDRRendering=2
r_SSAO=1
r_SSAO_quality=2
r_SSAO_radius=2
r_refraction=1
e_ram_maps=1
sys_flash_edgeaa=1
e_vegetation_use_terrain_color=1
e_terrain_ao=1
e_terrain_normal_map=0
e_max_entity_lights=16
r_UsePom=0
r_EnvTexUpdateInterval=0.05
r_TexturesFilteringQuality=0
r_HairSortingQuality = 1
r_FillLights = 14
e_particles_lights = 1


-- Shadows

e_shadows = 1
r_ShadowBlur=4
e_shadows_max_texture_size=768
r_ShadowJittering=0.8
e_gsm_lods_num=5
e_gsm_range=3
e_shadows_cast_view_dist_ratio=0.65
r_ShadowsMaskResolution=0
e_shadows_on_alpha_blended=1
e_shadows_from_terrain_in_all_lods=1
e_gsm_cache = 1


-- Sound

s_FormatSampleRate=96000
s_CacheSize=80
s_MPEGDecoders=32
s_Obstruction=1
s_ObstructionAccuracy=1
s_ObstructionUpdate=0.1
s_SoundMoodsDSP=1
s_VariationLimiter=1.0
s_ReverbType=2


-- Texture

sys_LowSpecPak=0
r_TexSkyResolution=0
r_ImposterRatio=1
r_EnvCMResolution=2
r_EnvTexResolution=3
r_DynTexMaxSize=80
r_TexAtlasSize=2048
r_DynTexAtlasCloudsMaxSize=32
r_DynTexAtlasSpritesMaxSize=32
r_VegetationSpritesTexRes=64
r_TexturesStreaming = 0


-- Water

r_WaterRefractions=1
r_WaterReflections=1
r_WaterUpdateFactor=0.01
e_water_tesselation_amount=10
e_water_tesselation_swath_width=10
r_WaterUpdateDistance=0.2
r_WaterCaustics=1
r_WaterReflectionsQuality=4
e_water_ocean_fft=1
q_ShaderWater=2
r_WaterReflectionsMinVisiblePixelsUpdate = 0.05


-- VolumetricEffects

r_Beams=3
r_BeamsDistFactor=0.01
r_BeamsMaxSlices=250
e_Clouds=1
r_CloudsUpdateAlways=0
 
Status
Not open for further replies.
Back
Top