PDA

Archiv verlassen und diese Seite im Standarddesign anzeigen : Crysis - Crysis autoexec.cfg zum Rendern


Geldmann3
2010-03-23, 14:55:59
Hat jemand vielleicht eine vorgefertigte Konfiguration die die Grafik (vor allem die Weitsicht aufbessert?) Ich möchte ein paar Video Sequenzen Rendern. Dabei wäre es auch nicht schlimm wenn ich nur so 1FPS hätte. Ich habe alle Zeit der Welt:cool::wink:

Ich habe bereits das Rygel Texturupdate installiert.

Die bekannte MasterConfig kenne ich schon. Allerdings verschwinden auch in dieser relativ schnell kleine Details und nach ca. 300 Metern sieht man bei einigen Laubbäumen die Blätter nicht mehr richtig. Oh und manchmal wenn ich schnell mit einem Jeep fahre sehe ich in der ferne den Schatten rein "streamen".

Superheld
2010-03-23, 16:12:48
hier mal meine, sag bescheid wenn du noch etwas verändert haben willst

Kotlar cfg; Based off Lvl-6 CCC cfg (used as base)

;File Release Version = 2.21
;Config Version = LVL-6 [" VERY HIGH "] Config
;Operating System = DX9 Windows XP/Vista 32/64
;File Name = Autoexec.cfg

;[~]SETS IN-GAME GRAPHICS SETTINGS TO LOW AUTOMATICALLY[~]

sys_spec_Full = 1
sys_spec_ObjectDetail = 1
sys_spec_Shading = 1
sys_spec_VolumetricEffects = 1
sys_spec_Texture = 4
sys_spec_Physics = 1
sys_spec_PostProcessing = 1
sys_spec_Particles = 1
sys_spec_Sound = 4
sys_spec_Shadows = 4
sys_spec_Water = 4
sys_spec_GameEffects = 1

;[~]CUSTOMIZE THESE SETTINGS TO YOUR OWN COMPUTER[~]

con_restricted = 0
r_width =
r_height =
r_VSync = 0
d3d9_TripleBuffering = 1
r_displayinfo = 1
sys_physics_CPU = 0

;[~]BASE PERFORMANCE BOOSTERS[~]

e_cbuffer = 2
cl_hitBlur = 0
cl_hitShake = 1
r_GeomInstancing = 1
e_particles_thread = 1
es_ondemandphysics = 1
gpu_particle_physics = 1
r_CullGeometryForLights = 1
e_vegetation_static_instancing = 0
e_terrain_occlusion_culling = 1
e_terrain_occlusion_culling_version = 0
e_terrain_occlusion_culling_max_dist = 400
r_rain = 1
r_RainMaxViewDist = 32
e_occlusion_culling_view_dist_ratio = 1




;[~]CUSTOM HIGH DYNAMIC RANGE SETTINGS[~]

r_HDRRendering = 2
r_HDRLevel = 1.2
r_HDRBrightOffset = 35.3
r_HDRBrightThreshold = 7
r_Glow = 1
r_GlowScreenMultiplier = 0.4

;[~]CUSTOM AMBIENT OCCLUSION SETTINGS[~]

e_terrain_ao = 1
r_TerrainAO = 7
r_TerrainAO_FadeDist = 12

;[~]CUSTOM SCREEN-SPACE AMBIENT OCCLUSION SETTINGS[~]

r_SSAO = 1
r_SSAO_amount = 1
r_SSAO_blur = 4
r_SSAO_blurriness = 1
r_SSAO_darkening = 0.35
r_SSAO_quality = 2
r_SSAO_radius = 1.6

;[~]OBJECT-QUALITY SETTINGS[~]

e_view_dist_custom_ratio = 150
r_distant_rain =1
e_obj_quality = 4
e_proc_vegetation = 1
ca_useDecals = 1
e_decals = 1
e_decals_allow_game_decals = 1
e_decals_life_time_scale = 2
e_lod_ratio = 6
e_lod_min = 0
e_lods=1
e_view_dist_ratio_detail = 80
e_view_dist_ratio_vegetation = 50
e_vegetation_min_size = 0
i_rejecteffects = 1
e_vegetation_bending = 2
sys_flash_curve_tess_error = 2
e_view_dist_ratio = 65
e_max_view_dst_spec_lerp = 1
e_vegetation_sprites_distance_custom_ratio_min = 1.1
e_vegetation_sprites_distance_ratio = 1.6
e_detail_materials_view_dist_z = 256
es_DebrisLifetimeScale = 1
e_cbuffer_resolution = 256
e_dissolve = 1
ca_DrawFaceAttachments = 1
ca_AttachmentCullingRation = 200

;[~]GAME EFFECTS SETTINGS[~]

i_lighteffects = 1
i_lighteffectShadows=3
g_ragdollMinTime = 15.0
g_ragdollUnseenTime = 2
g_ragdollDistance = 35.0
g_battleDust_enable = 1

;[~]PARTICLE SETTINGS[~]

e_particles_quality = 4
e_particles_lod = 1
e_particles_lights = 1
e_particles_receive_shadows = 0
r_UseSoftParticles = 1
e_water_ocean_soft_particles = 1
e_particles_object_collisions = 1
e_particles_max_emitter_draw_screen = 32
r_UseParticlesRefraction = 1

;[~]PHYSICS SETTINGS[~]

e_cull_veg_activation = 50
g_joint_breaking = 1
g_tree_cut_reuse_dist = 0
p_max_MC_iters = 5000
e_phys_foliage = 2
e_vegetation_wind = 1
es_MaxPhysDist = 150
es_MaxPhysDistInvisible = 15
e_phys_ocean_cell = .5
e_foliage_wind_activation_dist = 25
g_breakage_particles_limit = 150
v_vehicle_quality = 4
p_max_substeps_large_group = 5
p_num_bodies_large_group = 100
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


;[~]POST PROCESSING EFFECTS SETTINGS[~]

r_PostProcessEffects = 1
r_MotionBlur = 1
r_Flares = 1
r_Coronas = 1
r_UseEdgeAA = 2
r_sunshafts = 1
r_colorgrading = 1
r_WaterGodRays = 1
r_DepthOfField = 1
g_Dof_Ironsight = 1

;[~]SHADER QUALITY SETTINGS[~]

q_ShaderGeneral = 3
q_ShaderMetal = 3
q_ShaderGlass = 3
q_ShaderVegetation = 3
q_ShaderIce = 3
q_ShaderTerrain = 3
q_ShaderShadow = 2
q_ShaderFX = 3
q_ShaderPostProcess = 3
q_ShaderHDR = 3
q_ShaderSky = 3
q_Renderer = 3
r_LightsSinglePass = 0

;[~]SPECIFIC SHADER SETTINGS[~]

e_sky_type = 1
e_sky_update_rate = 1
r_DetailTextures = 1
r_DetailNumLayers = 2
r_DetailDistance = 10
e_ram_maps = 1
e_vegetation_use_terrain_color = 1
e_max_entity_lights = 11
r_UsePom = 1
r_EnvTexUpdateInterval = 0.01
r_TexturesFilteringQuality = 0
r_HairSortingQuality = 1
r_FillLights = 14
e_particles_lights = 1

;[~]SHADOW SETTINGS[~]

e_gsm_cache = 1
e_shadows = 1
r_ShadowJittering = 1.5
e_shadows_max_texture_size = 1024
e_shadows_cast_view_dist_ratio = .8
e_shadows_on_alpha_blended = 1
e_shadows_from_terrain_in_all_lods = 0
e_gsm_lods_num = 6
e_gsm_range = 4
e_gsm_range_step = 2
r_ShadowBlur = 0
e_shadows_clouds = 1
e_gsm_cache_lod_offset=2 (<--- change this to speed up global shadow refresh...at this rate it is not noticeable except in rare instances (such as helicopter casting shadow)...fps hit is about 10% per level in maxed out and shadow heavy scenes... 3 is pretty much perfect, but 2 gives noticeable fps boost)

;[~]SOUND SETTINGS[~]

s_FormatSampleRate=48000
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 SETTINGS[~]

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
sys_flash_edgeaa=1

;[~]VOLUMETRIC EFFECTS SETTINGS[~]

r_Beams = 3
r_BeamsDistFactor = 0.05
r_BeamsMaxSlices = 160
e_Clouds = 1
r_CloudsUpdateAlways = 0

;[~]OCEAN/WATER SETTINGS[~]

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=3
e_water_ocean_fft=1
q_ShaderWater=3
r_WaterReflectionsMinVisiblePixelsUpdate = 0.05

;[~]FOR HIGH-DETAIL ON MOUNTAINS[~]*KEY*=Important

e_terrain_normal_map = 1
e_terrain_lod_ratio = 1
e_terrain_texture_lod_ratio = 1
e_detail_materials_view_dist_xy = 4096
r_TexturesStreaming = 0


e_vegetation_sprites 0

Geldmann3
2010-03-23, 16:20:04
Vielen dank, diese Config sieht echt nett aus!=) Bisher konnte ich noch keine größeren Mängel sehen. Und es läuft immernoch flüssig.

Danke noch mal, ich sag bescheid wenn mir noch was auffällt.

Geldmann3
2010-03-23, 22:23:12
Ok, jetzt bin ich gerade auf ein Problem gestoßen. Wenn ich mich auf der Karte "Island" auf einem Hügel befinde, dann sehen einige Bäume auf einem anderem Berg wie "abgefackelt" aus was wohl daran liegt dass das LOD durch die Entfernung runter gesetzt ist.
hier mal 2 Bilder
http://riederwald.mine.nu/Anonymous/Bilder/Baume1%20%5b1%5d.jpg

Abgefackelte Bäume im Detail:
http://riederwald.mine.nu/Anonymous/Bilder/Baume2%20%5b1%5d.jpg
Wie kann ich das ändern?

Shaft
2010-03-23, 23:08:40
Probier mal folgendes bitte, der Fehler liegt bei einer Pak Datei in Rygels Texturpack.
Fix:
Hab den Fehler gefunden,das die Blätter von den Bäumen in der Ferne Transparent werden.
Ihr müßt einfach das zzTexturesupdatepart1.pak mit WinRar öffnen.
Dann öffnet ihr Objects/natural/Bushes/RoundLeafBush und löscht Leaves_a.dds
Das wars schon.

Geldmann3
2010-03-24, 00:43:54
Es hat funktioniert!
Edit: Jetzt sieht das ganze ziehmlich gut aus. Ich habe noch folgende Parameter geändert
e_vegetation_sprites_distance_ratio=5
e_view_dist_ratio_vegetation=350
e_lod_ratio=100
e_detail_materials_view_dist_xy=1500
e_detail_materials_view_dist_z=500
e_terrain_texture_lod_ratio=0
e_view_dist_ratio=500
e_view_dist_custom_ratio=200
e_max_view_dst=8000
e_vegetation_use_terrain_color=0

Das ganze sieht zwar toll aus, doch ich habe immernoch ca. 20 FPS. Könnte ich denn noch etwas sinnvolles hochschrauben? Eigentlich wollte ich ja net in Echtzeit rendern^^

Superheld
2010-03-24, 06:32:28
e_terrain_lod_ratio 0

e_lods 0

sys_crashtest 1

Shaft
2010-03-24, 13:47:20
POM AF Mod hast du schon drauf?



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_MotionBlur=1
sys_spec_Particles=4
sys_spec_Sound=4
sys_spec_Water=4
sys_spec_GameEffects=4

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
q_ShaderWater=3

e_sky_type=1
e_sky_update_rate=1
e_sky_quality=1
r_DetailTextures=1
r_DetailNumLayers=2
r_DetailDistance=12
r_HDRRendering=2
r_HDRlevel=0.6
r_HDRBrightOffset = 12
r_HDRBrightThreshold = 4
r_SSAO=1
r_SSAO_quality=2
r_SSAO_radius=2
r_SSAO_amount=1
r_SSAO_darkening=0.8
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=1
e_max_entity_lights=16
r_UsePom=1
r_EnvTexUpdateInterval=0.025
r_TexturesFilteringQuality=0
r_HairSortingQuality=1
r_FillLights=14

e_particles_lights=1
e_decals_life_time_scale=10
e_detail_objects=1
e_dissolve=1
e_lod_min=0
e_lod_max=8
e_lod_ratio=8
e_max_view_dst_spec_lerp=1
e_proc_vegetation=1
r_shadowjittering=1
r_usesoftparticles=1
g_joint_breaking=1
g_battleDust_enable=1
v_vehicle_quality=4
r_shadowblur=1
e_particles_quality=4
e_obj_quality=4
e_particles_lod=1
r_LightsSinglePass=0
r_glow=1

e_shadows_max_texture_size=2048

r_Beams=1
r_BeamsDistFactor=0.01
r_BeamsMaxSlices=300
e_Clouds=1
r_CloudsUpdateAlways=0

e_vegetation_sprites_distance_custom_ratio_min=5
e_vegetation_sprites_distance_ratio=1
e_view_dist_ratio_detail=350
e_view_dist_ratio=200
e_view_dist_ratio_vegetation=300
es_DebrisLifetimeScale=1