Crysis 2 PC edition OT

Discussion in 'PC Gaming' started by Neb, Mar 24, 2011.

  1. Neb

    Neb Iron "BEAST" Man
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    Release date: Out now worldwide.

    Platforms: PC, [strike]360 and PS3[/strike].


    [​IMG] [​IMG] [​IMG]

    Official promotion videos:
    "Be the weapon"
    "Be strong"
    "Be invisible"
    "Be fast"
    "Multiplayer progression part 1"
    "Multiplayer progression part 2"
    "Multiplayer progression part 3"
     
  2. Neb

    Neb Iron "BEAST" Man
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    Reserved for new info/links and material (patches etc).
     
  3. nightshade

    nightshade Interwebz Hijacker !
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    So its true, EU has faced extinction !! :lol:
     
  4. Dresden

    Dresden Celebrating Mediocrity
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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.
     
  5. Farid

    Farid Artist formely known as Vysez
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    Did Crytek said anything about a SP demo?
     
  6. AlNets

    AlNets ¯\_(ツ)_/¯
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    They have more important things to do, like finishing DX11 and exposing advanced settings in the options. :|
     
  7. Neb

    Neb Iron "BEAST" Man
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    You could manually try it out by console prompt and then put your final settings mix into config file.

    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
     
  8. Neb

    Neb Iron "BEAST" Man
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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/files/c2_ce3_key_rendering_features_final_2.pdf

    This quote below shows what I was suspecting considering how jaggy free whole scenery is and blur quite low.

    FXAA information.
    http://timothylottes.blogspot.com/2011/03/nvidia-fxaa.html

     
    #8 Neb, Mar 24, 2011
    Last edited by a moderator: Mar 24, 2011
  9. Dresden

    Dresden Celebrating Mediocrity
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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?
     
  10. KKRT

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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.
     
    #10 KKRT, Mar 24, 2011
    Last edited by a moderator: Mar 24, 2011
  11. Skinner

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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?
     
  12. Farid

    Farid Artist formely known as Vysez
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    It would be practical to have the tweaks and/or links to posts about tweaks in the opening posts of this thread.
     
  13. digitalwanderer

    digitalwanderer Dangerously Mirthful
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    Wow, just a thanks for all the info Neb! Much appreciated. :)
     
  14. Neb

    Neb Iron "BEAST" Man
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    Maybe this thread is enough, dunno.

    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.
     
    #14 Neb, Mar 24, 2011
    Last edited by a moderator: Mar 24, 2011
  15. Neb

    Neb Iron "BEAST" Man
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    You can check out some of the tweaks I posted and use those you like. Regarding SSAA it dont know.

    Some category goes to lvl 4 (atleast shading). If lvl 4 is not present then game falls back onto lvl 3 and so on.
     
  16. pjbliverpool

    pjbliverpool B3D Scallywag
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    Some great info in there Neb, might have re-awakened my interest in the game actually.

    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:

     
  17. Skinner

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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?
     
    #17 Skinner, Mar 24, 2011
    Last edited by a moderator: Mar 24, 2011
  18. Aeoniss

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    Do we just put it in the Config file present in the Crysis 2 folder?
     
  19. swaaye

    swaaye Entirely Suboptimal
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    One interesting thing with it being DX9 is that ATI SSAA might work.
     
  20. Neb

    Neb Iron "BEAST" Man
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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

    [​IMG]
     

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