The Guru3D Crysis Thread Pt. 2

Discussion in 'Games, Gaming & Game-demos' started by John, Mar 6, 2009.

  1. Cybermancer

    Cybermancer Don Quixote

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    Blinking? :p

    Try a different version. You should see those files: RealLifesis_Blink1.exe, RealLifesis_Blink2.exe, RealLifesis_FG1.exe, RealLifesis_FG2.exe, RealLifesis_ToD1.exe, RealLifesis_ToD2.exe. Try the RealLifesis_ToD2.exe, for example.
     
  2. D_worth

    D_worth Maha Guru

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    that screen shot is clean..
     
  3. Foes

    Foes Ancient Guru

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  4. Rumpus01

    Rumpus01 Ancient Guru

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    So I installed the RealifeSis mod, and it's pretty laggy. Does anyone know any tweaks to ease up on performance a little?
     

  5. JonasBeckman

    JonasBeckman Ancient Guru

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    Did you use the included config file, perhaps lower those "ratio" values for shadow, vegetation and object view distance if those are altered. :)
    (There's over a thousand console commands so sorry if I can't be more specific but it was a while since I played the game so I don't remember the full name of many commands, feel free to post the config file and I'll see if I can give some comments on it.)
     
  6. MikhRus

    MikhRus Master Guru

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    Just upgraded from 8800GT to 275 and decided to take a look ar Crisys section. Was very glad to find information about RealLifesis. Didn't expect to see so much eyecandy and fun. But due to huge performance impact compared to generic high settings, I suppose my old 8800GT wouldn't be able to run it properly.

    So, yeah baby!!!
     
  7. Jae-So

    Jae-So Ancient Guru

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    now that u have real life-sis working if you find that blur too much try setting r_DepthOfField = 2 to r_DepthOfField = 1 ; the blur will be a lil less, I prefer it this way, try and lemme kno wat ya think
     
  8. Rumpus01

    Rumpus01 Ancient Guru

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    Hey sure dude, here it is. Let me know which options you think would be best to lower and gain an impact on frames.

    ; |---------------------------------------------------------------------------------------|
    ; |Helder [HP] Pinto - Very High Quality Costum Config 1.3 FINAL |
    ; |This config has been tweaked to run Crysis withtin it's maximum beauty, |
    ; |while still getting minimaly smooth/playable FPS! |
    ; |Minimum System recomended is a Nvidia 8800, 2GB RAM and a fairly good dual core CPU. |
    ; |C&C: http://crymod.com/thread.php?threadid=13790 |
    ; |---------------------------------------------------------------------------------------|

    ; User Options commands
    con_restricted = 0
    r_displayinfo = 0
    r_VSync=0
    d3d9_TripleBuffering=0
    e_screenshot_min_slices = 15
    e_screenshot_width = 3840
    e_screenshot_height = 3072
    e_screenshot_quality = 100
    e_screenshot_file_format = jpg
    capture_folder = G:\Nikon Transfer\Crysis Vlarge screens\1st screen


    ; Post Processing
    r_ColorGrading = 1
    r_DepthOfField = 1
    r_MotionBlur = 4
    r_Flares = 1
    r_MotionBlurShutterSpeed = 0.02
    r_Coronas = 1


    ; Shaders and Lighting
    r_SSAO=1
    r_ssao_amount=0.4
    r_SSAO_darkening=1.255
    r_SSAO_quality=2
    r_SSAO_radius=2
    r_SSAO_blur 4
    r_SSAO_blurriness 1
    r_Usepom = 1
    r_sunshafts = 1
    r_Beams=3
    r_BeamsDistFactor = 0.1
    r_BeamsMaxSlices=250

    ;HUMAN EYE
    r_EyeAdaptationBase=0.001
    r_EyeAdaptationFactor=1
    r_EyeAdaptionBase=0.0
    r_EyeAdaptionClamp=2.75
    r_EyeAdaptionSpeed=0.1
    r_HDRBrightOffset=128
    r_HDRlevel=0.7525


    ; Shadows
    e_shadows = 1
    r_ShadowsMaskResolution=0
    e_shadows_on_alpha_blended=1
    e_shadows_from_terrain_in_all_lods = 1
    e_shadows_cast_view_dist_ratio = 0.6
    r_ShadowBlur=3.0
    e_shadows_max_texture_size=768
    r_ShadowJittering=1.525
    r_SSAO_downscale_ztarget=0


    ; Object Detail
    e_obj_quality=4
    ca_useDecals=1
    e_decals_allow_game_decals=1
    e_decals_life_time_scale=2
    i_rejecteffects=1
    sys_flash_curve_tess_error=2
    e_view_dist_ratio=120
    e_max_view_dst_spec_lerp=1
    es_DebrisLifetimeScale=1
    e_cbuffer_resolution=256
    e_dissolve=1
    ca_DrawFaceAttachments=1
    ca_AttachmentCullingRation=60
    e_terrain_occlusion_culling = 1
    e_terrain_occlusion_culling_max_dist=200


    ; Vegetation
    e_foliage_wind_activation_dist = 30
    es_DebrisLifetimeScale = 1
    r_DetailNumLayers = 2
    r_VegetationSpritesTexRes = 128
    r_DynTexAtlasSpritesMaxSize = 32
    r_TexAtlasSize = 2048
    e_vegetation_bending = 2
    e_vegetation_min_size=0
    e_proc_vegetation=1
    e_vegetation_use_terrain_color=1



    ; Particles
    e_particles_quality=4
    e_water_ocean_soft_particles= 1
    e_particles_max_emitter_draw_screen = 16
    e_particles_object_collisions=1
    r_UseSoftParticles = 1
    e_particles_thread=1


    ; Water
    r_WaterReflectionsQuality = 4
    r_WaterUpdateDistance = 0
    r_WaterCaustics=1
    r_WaterRefractions=1
    r_WaterReflections=1
    r_WaterGodRays = 1
    e_water_ocean_fft=1
    e_water_tesselation_amount = 10
    e_water_tesselation_swath_width=10
    q_ShaderWater=4
    e_phys_ocean_cell = 0.3
    r_WaterUpdateFactor = 0


    ; Misc
    e_max_entity_lights = 16
    g_battleDust_enable = 1
    g_breakage_particles_limit = 250
    g_ragdollDistance = 35
    g_ragdollMinTime = 15
    e_terrain_ao=1
    e_terrain_normal_map=1
    i_lighteffects = 1

    ; LODs
    e_vegetation_sprites_distance_custom_ratio_min = 1
    e_vegetation_sprites_distance_ratio=1.5
    e_cull_veg_activation = 60
    e_view_dist_ratio_vegetation = 50
    e_particles_lod=0.6
    es_MaxPhysDist=60
    es_MaxPhysDistInvisible=25
    e_terrain_lod_ratio=0.8
    e_view_dist_ratio_detail=50
    e_lod_ratio=6
    e_lod_min=0
    e_lods=1
    e_detail_materials_view_dist_xy=4096
    e_detail_materials_view_dist_z=256
    r_DetailDistance=12


    ; FPS Gain commands
    r_UseEdgeAA=2
    r_TerrainAO_FadeDist=1
    r_GeomInstancing=1
    e_vegetation_static_instancing=0
    e_gsm_lods_num = 5
    e_gsm_range = 3
    e_gsm_cache = 0
    e_ram_maps = 1
    e_dissolve = 1


    r_TexturesStreaming=0

    ; Successfully loaded - Helder [HP] Pinto - Ultra High Quality Custom Config



    LOL I just realized I used the Very High custom config. Maybe I should try the High custom config.
     
  9. JonasBeckman

    JonasBeckman Ancient Guru

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    Well from what I can see it's a slight edit of one of the more popular "ultra quality" configuration tweaks, somewhat optimized but tries to push visual quality above that of the games default v.high settings.

    Code:
    con_restricted = 0
    // This here enables the full command console instead of restricting it.
    
    r_displayinfo = 0
    // This simply removes part of the debug info drawn on screen in debug mode.
    
    r_VSync=0
    // As you probably can guess from the name this disables VSync
    
    d3d9_TripleBuffering=0
    // Disables triple buffering under DX9 mode, normally used with Vsync
    (Enabled it can help improve framerate with Vsync on.)
    
    e_screenshot_min_slices = 15
    e_screenshot_width = 3840
    e_screenshot_height = 3072
    e_screenshot_quality = 100
    e_screenshot_file_format = jpg
    capture_folder = G:\Nikon Transfer\Crysis Vlarge screens\1st screen
    // This all relates to the screenshot command
    (Screen quality, size and format and where to save the files.)
    
    r_ColorGrading = 1
    r_DepthOfField = 1
    // Enables color grading (ambient color of the area and such.) and dof effect.
    (Blurs distant objects, 1 being a bit realistic whereas 2 fully blurs distance.)
    
    r_MotionBlur = 4
    // V.high motion blur quality (0, 1, 2, 3, 4 being the possible values.)
    (For off, low, medium, high and v.high respectively.)
    
    r_Flares = 1
    // Show sun flare effects.
    (Somewhat uncertain.)
    
    r_MotionBlurShutterSpeed = 0.02
    // Motion blur adaption speed, smoothnes or how to best describe this.
    
    r_Coronas = 1
    // Enable light coronas.
    
    r_SSAO=1
    // Enable screen space ambient occlusion.
    (Makes shadows more noticeable and richer basically, can also add shadows.)
    
    r_ssao_amount=0.4
    // Amount of SSAO to apply.
    (Kinda like the strength of the effect.)
    
    r_SSAO_darkening=1.255
    // SSAO darkening amount.
    (Shadow darkness)
    
    r_SSAO_quality=2
    // Quality, pretty sure this off (0), low (1) and high (2) but unsure.
    
    r_SSAO_radius=2
    // SSAO radius, shadow radius around objects from what I remember.
    
    r_SSAO_blur 4
    // SSAO blur strength
    (Smoothens shadows a bit)
    
    r_SSAO_blurriness 1
    // Enable shadow blur (Somewhat uncertain about this)
    
    r_Usepom = 1
    // Enables "parallax occlusion mapping" incompatible with AF (Disables it)
    (Strenghtens normal map effect on terrain, rocks and such "pop-up" a bit)
    
    r_sunshafts = 1
    // Enable sunshafts.
    
    r_Beams=3
    // Enable sunbeams
    (Off, simple and full plus the above value at 3 meaning optimized beams.)
    
    r_BeamsDistFactor = 0.1
    // Beam distance from each other from what I remember.
    
    r_BeamsMaxSlices=250
    // Max beam parts, beams appear fuller with this increased.
    (If I remember correctly, max is 300 default is 200 on high settings)
    
    r_EyeAdaptationBase=0.001
    r_EyeAdaptationFactor=1
    r_EyeAdaptionBase=0.0
    r_EyeAdaptionClamp=2.75
    r_EyeAdaptionSpeed=0.1
    // HDR "eye" simulation adaption for sunlight and such.
    (Going from dark areas to bright ones and how fast it'll transition.)
    
    r_HDRBrightOffset=128
    r_HDRlevel=0.7525
    // Bit unsure but HDR brightness and strength of the HDR effect.
    (Seems to be toned down a bit to make colors darker and more saturated.)
    
    e_shadows = 1
    // Enable (Or disable) all shadows
    
    r_ShadowsMaskResolution=0
    // Seems to be disabled but the resolution of the shadow mask
    (Not related to actual shadow resolution, sorry if it's a bit vague.)
    
    e_shadows_on_alpha_blended=1
    // Shadows on alpha blended objects.
    (From what I remember, would be stuff like leaves and such.)
    
    e_shadows_from_terrain_in_all_lods = 1
    // All LOD distances terrain types cast shadows.
    
    e_shadows_cast_view_dist_ratio = 0.6
    // Shadow view distance
    (The higher this goes the further shadows are rendered)
    
    r_ShadowBlur=3.0
    // Shadow blur value (Lesser values might make them appear sharper.)
    
    e_shadows_max_texture_size=768
    // Shadow resolution, scaled down a bit here.
    (Really hits performance above 1024 pixels which is the default on "high")
    
    r_ShadowJittering=1.525
    // Shadow "jitters" or small pixels and such in shadows.
    (Noise or distortion effect or what to best call it, and strength of it.)
    
    r_SSAO_downscale_ztarget=0
    // Think this relates to SSAO optimizations.
    (Very uncertain about how this works.)
    
    e_obj_quality=4
    // Object quality
    (Like the ingame option, seems set to very high here.)
    
    ca_useDecals=1
    // Character decals enabled, small blood marks and such, fades quick though.
    
    e_decals_allow_game_decals=1
    // Allow decals on surfaces. (Slash marks and bullet holes and such.)
    
    e_decals_life_time_scale=2
    // Lifetime of decals before fading out, multiplier value.
    (Twice the normal length in this case.)
    
    i_rejecteffects=1
    // Shell ejection from guns from what I remember, casing and such.
    
    sys_flash_curve_tess_error=2
    // Related to the HUD (Flash), somewhat unsure about it's function.
    
    e_view_dist_ratio=120
    // Base view distance before objects fade via the LOD system.
    
    e_max_view_dst_spec_lerp=1
    // Pretty sure this is the view distance for special effects like particles.
    (Might be wrong though.)
    
    es_DebrisLifetimeScale=1
    // Debris lifetime scale before fading, wood shavings and such from hitting things.
    
    e_cbuffer_resolution=256
    // Bit uncertain about this, think it relates to world detail.
    (How detailed a distant object such as a mountain is for example.)
    
    e_dissolve=1
    // Related to vegetation and how it fades at far away view distance.
    (Bit smoothened when this is enabled.)
    
    ca_DrawFaceAttachments=1
    // Uncertain but related to character models.
    (Stuff like their mouths perhaps?)
    
    ca_AttachmentCullingRation=60
    // View distance of character "attachments"
    (NPC view distance but seems to be for weapons and such they use.)
    
    e_terrain_occlusion_culling = 1
    // Related to optimizations for terrain view distance.
    (Or how stuff you don't see is "culled" and not rendered.)
    
    e_terrain_occlusion_culling_max_dist=200
    // View distance for the above effect before being culled.
    
    e_foliage_wind_activation_dist = 30
    // Max view distance when wind will look like it affects trees and such.
    
    es_DebrisLifetimeScale = 1
    // Debris from broken objects or rather lifetime multiplier before fading out.
    
    r_DetailNumLayers = 2
    // Think this relates to vegetation detail, bit uncertain about it.
    
    r_VegetationSpritesTexRes = 128
    // Vegetation sprite resolution, higher values increases details on "sprites"
    (2D basic vegetation objects further away from the player, pixel value.)
    
    r_DynTexAtlasSpritesMaxSize = 32
    // Related to texture size for the clouds and such from what I remember.
    (Could also be for part of the sky itself, uncertain about this.)
    
    r_TexAtlasSize = 2048
    // Texture detail on distant land, terrain will look a bit more detailed
    (Default being 1024 on high settings, not so blurry distant landscape.)
    
    e_vegetation_bending = 2
    // Vegetation quality for how it reacts when player hits it and moves on it.
    (Bends and breaks and such.)
    
    e_vegetation_min_size=0
    // Smalles size for vegetation, somewhat uncertain what this does.
    
    e_proc_vegetation=1
    // Procedural generated vegetation.
    (Pretty sure this makes it a bit more diverse and random.)
    
    e_vegetation_use_terrain_color=1
    // Colors vegetation depending on what terrain it's placed on.
    (Bit more diverse and realistic looking plants and grass.)
    
    e_particles_quality=4
    // Particle quality, v.high here, same as the ingame option.
    
    e_water_ocean_soft_particles= 1
    // Soft particles for water splashes and so on.
    
    e_particles_max_emitter_draw_screen = 16
    // Max amount of objects to generate particles.
    (Fires and such)
    
    e_particles_object_collisions=1
    // Particles colide and behaves a bit more realistic.
    
    r_UseSoftParticles = 1
    // Softens particles a bit so they appear less "jaggy"
    (Especially when passing trough objects.)
    
    e_particles_thread=1
    // Threaded particle effects.
    (Additional CPU resources if available.)
    
    r_WaterReflectionsQuality = 4
    // Water reflection quality.
    (Same as the ingame option, this relates to v.high)
    
    r_WaterUpdateDistance = 0
    // Water update distance to player.
    (Reflections and such and how it's rendered.)
    
    r_WaterCaustics=1
    // Water caustics, pretty sure this relates to waves and similar.
    
    r_WaterRefractions=1
    // Water refractions, that effect when you step in it and swim in it.
    
    r_WaterReflections=1
    // Water reflects it's surroundings.
    
    r_WaterGodRays = 1
    // Enables sunshafts ("godrays") to work with water.
    
    e_water_ocean_fft=1
    // Enables FFT
    (Can't remember what it's actual name was, realistic water behavior)
    (Normally only enabled on v.high settings, might require high shader detail)
    
    e_water_tesselation_amount = 10
    e_water_tesselation_swath_width=10
    // Amount of water tesselation and how it acts.
    (Bit of a basic description, higher values seem to raise the water level.)
    
    q_ShaderWater=4
    // Water shader quality, this seems to equal v.high in the ingame options.
    
    e_phys_ocean_cell = 0.3
    // Bit uncertain how this works, related to water physics.
    
    r_WaterUpdateFactor = 0
    // How often to update the water
    (Reflections and such, 0 usually means it's instant.)
    
    e_max_entity_lights = 16
    // Max dynamic lights in a scene.
    (From what I remember, such as moving a lamp and the light changes.)
    
    g_battleDust_enable = 1
    // Enables particles and dust swirls if I remember correctly.
    (Also normally only enabled on v.high settings.)
    
    g_breakage_particles_limit = 250
    // Max particles when a object breaks.
    (Shooting a crate and so on.)
    
    g_ragdollDistance = 35
    g_ragdollMinTime = 15
    // Ragdoll distance and effect from the player before being rigid or static
    (Second value is how long the ragdoll effect is active, mainly for dead NPC)
    
    e_terrain_ao=1
    // Ambient occlusion on terrain.
    (Somewhat uncertain about this, better shadowed landscape and such.)
    
    e_terrain_normal_map=1
    // Enable normal map effect on terrain.
    (Bit more realistic looking ground as it gets more "Depth")
    
    i_lighteffects = 1
    // Enable light effects.
    (Might relate to environment lights but I'm a bit uncertain about this.)
    
    e_vegetation_sprites_distance_custom_ratio_min = 1
    // Vegetation draw distance for "custom" objects.
    (Hand places mainly, after this value the LOD downscales quality.)
    
    e_vegetation_sprites_distance_ratio=1.5
    // Similar to the above but for normal vegetation sprites.
    (It's a sort of multiplier before being gradually decreased via the LOD system.)
    
    e_cull_veg_activation = 60
    // Vegetation culling distance.
    (Don't render vegetation above this distance, LOD might still effect it.)
    
    e_view_dist_ratio_vegetation = 50
    // View distance "ratio" multiplier for vegetation.
    (These all relate to view distance for the object on full quality.)
    
    e_particles_lod=0.6
    // Similar to the above but this is for particles.
    
    es_MaxPhysDist=60
    // Max distance for physics. (Rolling crates and stuff)
    (Quite a lot of objects have physics to them.)
    
    es_MaxPhysDistInvisible=25
    // Kinda like the above but I'm a bit uncertain how it works.
    
    e_terrain_lod_ratio=0.8
    // Another LOD ratio but for the actual terrain (Ground landscape.)
    
    e_view_dist_ratio_detail=50
    // Ratio view distance for normal objects and such in the gameworld.
    
    e_lod_ratio=6
    // Yet another one of those ratio commands but for the level of detail system.
    
    e_lod_min=0
    // Min LOD setting (0 being the full quality of a object before scaled down.)
    
    e_lods=1
    // Use the LOD system.
    (Disabling this will make several objects render at full quality all the time.)
    
    e_detail_materials_view_dist_xy=4096
    e_detail_materials_view_dist_z=256
    // Detail of terrain for XYZ coordinates, makes distant stuff more detailed.
    (Increases render detail for far away objects such as textures or LOD objects)
    
    r_DetailDistance=12
    // Kinda unsure about this one but it's for game detail.
    (Pretty sure higher values makes far away objects more detailed.)
    
    r_UseEdgeAA=2
    // Disables normal AA and uses alpha smoothing.
    (Smoother but somewhat blurrier vegetation, 2 is a even stronger version.)
    
    r_TerrainAO_FadeDist=1
    // Fade distance for the terrain ambient occlusion effect.
    
    r_GeomInstancing=1
    // Geomateric instancing.
    (Basically renders all objects of a certain type as one object instead of as individual multiple objects from what I remember.)
    
    e_vegetation_static_instancing=0
    // Kinda like the above but a bit simpler.
    (From what I remember, might be wrong about it, or it might be for static vegetation to be instanced.)
    
    e_gsm_lods_num = 5
    e_gsm_range = 3
    e_gsm_cache = 0
    e_ram_maps = 1
    // Related to the shadow cache, less detailed LOD shadows.
    (LOD numbers, range and if the cache is enabled at all)
    
    e_dissolve = 1
    // Somewhat uncertain might be related to how objects fade from view.
    
    r_TexturesStreaming=0
    // Disable texture streaming, needs a lot of VRAM or it'll use the system RAM and this might cause stuttering, instead of gradually stream new textures it'll load it all upon entering a level.
    (Might be smoother if you have sufficient VRAM to handle it.)
    
    
    Sorry if I was a bit slow, took a while to write and as it was a while since I played the game (as I mentioned above, haha) I'm a bit uncertain about some commands, easy enough to google them or read one of many guides for how to tweak the game though, hope this helps somewhat. :)
    (Might perhaps be useful to lower some of the ratio commands to lessen GPU burden.)
     
  10. sniperbr0

    sniperbr0 Maha Guru

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    GPU:
    EVGA SC BLACK 1080TI
    which ultra quality config is it based on?
     

  11. JonasBeckman

    JonasBeckman Ancient Guru

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    GPU:
    MSI 6800 "Vanilla"
    It says in the beginning of that config, it's this one. :)

    http://www.incrysis.com/forums/viewtopic.php?id=17780

    I haven't compared them to see what's different but I guess it's just smaller things, I'm also pretty sure that the author of "real lifesis" mentioned that he used a custom config file and then added to it while crediting the original creator of it. :)
    (I'm a bit uncertain which of these so called "custom quality configs" is the "best" but it's usually down to user preference, most of them also scale back stuff like shadow resolution and other misc things but instead increases draw distance from other objects and terrain detail for example and also slightly alters the HDR lighting system.)
     
  12. Rumpus01

    Rumpus01 Ancient Guru

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    GPU:
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    Yea this config still slows the game down pretty hard core. Do you know of one that's designed for dx10 but more towards high settings instead of ultra high?
     
  13. sg72

    sg72 Member

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    GPU:
    nVidea GTX285x2
    :bang:

    Ok! A couple of Noob questions.

    Not long got my Rig. And decided to take advantage of it and purchased "Crysis".

    Have had crashes left right and centre trying to run in System recommended settings.(High). So have been downloading/upgrading/O/C.ing this and that to acheive what the game believes I should be capable of running.(That. "Realysis" Ermm is a big No.No. atmo.)

    First off Should I manualy O/C my prcessor to say 3.6/.8GHz.?

    Secondly.Where are the Config.ini. files? (I can see files but they bear no relation to what you guys post!)

    Sorry for being such a Noob. If these questions have been asked before. Could anyone direct me to the correct thread?:)

    BTW. I am playing Res 1920x1080
     
    Last edited: Jun 17, 2009
  14. JonasBeckman

    JonasBeckman Ancient Guru

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    GPU:
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    The base config files are in a folder in the game directory, bunch of XML files, user config files are in the Documents and Settings or User directory somewhere depending on if you use Vista or XP.
    (Either My Games or Appdata\Local / Application Data)

    Custom configs are loaded by creating a System.cfg file in the main Crysis folder (Or Autoexec.cfg but System.cfg is supposedly better.) and then inputting custom commands in it beginning con_restricted 0 in order to unlock the full console functionality.
    (-dev or perhaps it was -developer at the end of the shortcut to the EXE can also be used to run the game in debug mode.)
     
  15. BigTnaples

    BigTnaples New Member

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    GPU:
    Saphire 6950 2gb Dirt 3 E

    Having the same problem, did you fix it?
     

  16. JonasBeckman

    JonasBeckman Ancient Guru

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    GPU:
    MSI 6800 "Vanilla"
  17. Cybermancer

    Cybermancer Don Quixote

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    BFG GTX260OC (192 SP)
    The screenshots look impressive, for sure, but as was stated in the article it's not playable even with two GTX285s (with 2 GB VRAM each) in SLI. Good for taking screenshots though. LOL
     
  18. sg72

    sg72 Member

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    To be honest.

    I Have it now. No problem.

    Crysis Benchmark.

    Run #1- DX10 1920x1080 AA=No AA, 64 bit test, Quality: VeryHigh ~~ Overall Average FPS: 44.53

    Did a check of my GPUs and removed, refitted, reinstalled. So I get the above result now.:)

    My mistake? You want the Real Lifesis Benchmarks.

    Well here they are:

    Run #1- DX10 1920x1080 AA=No AA, 64 bit test, Quality: Custom ~~ Overall Average FPS: 40.18:giggle2:

    GPU.Temps are a bit higher though. But not frying.
     
    Last edited: Jul 21, 2009
  19. Cybermancer

    Cybermancer Don Quixote

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    I'm talking about this: http://www.pcgameshardware.com/aid,...High-Res-Gaming-with-256-megapixels/Practice/

    You are saying that you can play the game at 6,400 x 4,000 with 44 fps? :nerd:
     
  20. Jack Nicholson

    Jack Nicholson Member Guru

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    GPU:
    3 way SLI GTX 280 x 3
    I'm using that Ultimate graphic config and it looks great enough but why does Motion blur keep defaulting to Off??
     

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