Crysis 2 Graphic Mods...possible?
All Crysis games are highly modable games in PC, but could it be possible to tweak the graphics settings for better frame rate/looks.
Here are the PS3 specific options, located in engine.pak in USRDIR/ENGINE.
Code:
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 = 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_Obstruction = 1
s_ObstructionAccuracy = 1
s_ObstructionUpdate = 0.5
s_SoundMoodsDSP=1
s_ReverbType=2
e_ProfileLevelLoading=0
p_async_rwi_use_spu = 0
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_Refraction = 2 // enable reads from destination render targets - avoid copies
r_texturesstreampoolsize=60
r_MeshPoolSize = 1300
r_MeshVolatilePoolSize = 512
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=0
ps3_virt_mem_rsx_size_kb=0
r_AnisoBlendWeight=1
r_AnisoMax=8
r_AnisoMin=0
r_AnisoPasses=1
r_AnisoRefDistance=4
r_AnisoScale=8
//officially approved, saves 14 mb and 4 ms rsx
r_ConsoleBackbufferWidth = 1024
e_CharLodMin = 1
e_coveragebuffer =0
e_statobjbufferrendertasks=1
e_coveragebufferreproj=2
e_coveragebufferbias=0.01
e_coveragebufferAABBExpand=0.007
e_gi=0
This seems to be common for both consoles.
Code:
--sys_spec_ObjectDetail=2
e_LodRatio=4
e_VegetationMinSize=0.5
e_DecalsLifeTimeScale=1
e_MaxViewDistSpecLerp=0.5
es_DebrisLifetimeScale=0.6
e_CoverageBufferResolution=128
ca_AttachmentCullingRation=200
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
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
e_ShadowsConstBias = 1
e_ShadowsSlopeBias = 1
e_ShadowsMaxTexRes = "512"
--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
--sys_spec_Particles=1
e_ParticlesPoolSize = 768
e_ParticlesEmitterPoolSize = 1536
e_ParticlesQuality = 2
e_particlesMaxScreenFill = 16
e_particlesMinDrawPixels = 2
--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_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=0
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_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_VegetationSpritesMinDistance = 32
-- 0.3 is fastest value in game04 cxp_benchmark
e_VegetationSpritesDistanceCustomRatioMin=0.3
e_StatObjMerge = "1"
e_GsmRange = 3
e_GsmRangeStep = 2.25
e_GsmLodsNum = 5 // 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_ViewDistRatioDetail=19
e_ViewDistRatioCustom=50
e_ViewDistMin=10
e_ViewDistRatioVegetation=12
e_ObjQuality=2
e_LodMin=0
e_VegetationSpritesDistanceRatio=1
e_ShadowsLodBiasFixed=1
e_GI = 1
e_GIAmount = 5
r_PostProcessEffects="1"
r_UseEdgeAA = 1
r_MotionBlur = 2
r_SunShafts = 2
r_Glow = 1
r_beams = 0
r_coronas = 1 // unsuported on consoles atm
r_useSRGB = 1
--r_DepthOfField = 3
r_ColorGrading = 2
r_ColorGradingCharts = 1
r_rain=2
r_RainAmount = 1.2
r_RainMaxViewDist_Deferred=40
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=16
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_DeferredShadingLightVolumes=1
r_DrawNearZRange = 0.12
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
I tried to decrease the r_AnisoMax value to 2 and check if the game still runs, I can get through the menu, and the game works, but there is no graphic output, only subtitles/HUD and sound works :(
Has anyone had any luck, I thought many topics would already exist about this in the internet.