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.
This seems to be common for both consoles.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
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 worksCode:--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
Has anyone had any luck, I thought many topics would already exist about this in the internet.


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