- Aug 9, 2007
- 150
- 0
- 0
For all of those "poor" souls like me who are still stuck with the 100MB footprint OS XP 32-bit and not marvel at the nice looking 500MB Vista juwel, I've made a small list of "DX10" effects that aren't activated on HIGH settings in Crysis and must be enabled manually.
It's really better to just pick what you really need. If you just activate "VERY HIGH" on all the options you'll get a performance drop to e.g. 25 fps from 40.
If you just activate the coolest looking ones and cut some crap you can still have 35-40fps and basically won't notice the difference between DX10 VERY HIGH and the tuned DX9 "ALMOST VERY HIGH"
Just copy and paste that what you want into a txt-file called "autoexec.cfg" and put it in your GAME/config folder. É voila: VERY HIGH on DX9 and it runs even a little faster than DX10 Vista.
I get between 30-40 fps in the Crysis demo with a lot of the VERY HIGH options enabled.
Plz note that you may have to play at a resolution of 1280x800 or 1440x900 to get smooth results. Crysis just isn't the game u can run at 1920 and all VERY HIGH and still have 35+ fps. Oh and very important:
Ditch that AA, it isn't going to work on the foilage in Crysis at all and causes a huge performance hit. There is a way to enable ingame edgeAA for all the foilage with almost no fps loss. Try this instead.
Now here is a list of the commands I use:
Note that I have set everything, except SHADOWS to "HIGH" in the advanced game settings. SHADOWS I have at MEDIUM because I think the difference in visual quality is negligible and you get like 4-5 fps more if you let them at MEDIUM. Sometimes they even look nicer with the little flickering going on, like you'll get in RealLife with vegetation and tropical heat.
So here is my autoexec.cfg
-- Enable Framerate info counter (of course not needed for gameplay)
r_displayinfo = 1
-- Enables the nice sun rays coming through vegetation (must have)
r_sunshafts = 1
-- Enables some additional volumetric ray stuff (isn't necessary but nice to have)
r_BeamsDistFactor = .05
r_BeamsMaxSlices = 200
-- Enables 3d effects on ground terrain like stones and sand dunes on the beach. (Parallax occlusion mapping) and normal maps on trees, rocks etc.
r_GeomInstancing = 1
r_UsePom = 1
r_shownormals = 1
e_terrain_normal_map = 1
--Enable in game Anti-Aliasing for foilage. 1 is activated when you play in HIGH, 2 is a little better
r_UseEdgeAA = 2
--Very nice feature. Dust is kicked in the air and stays, blows with the wind if a battle is intense. Really adds to the combat situations
g_battleDust_enable = 1
-Foilage is drawn and wind is activated a little farther away
e_view_dist_ratio_detail = 30
e_view_dist_ratio_vegetation = 45
e_foliage_wind_activation_dist = 25
Basically the "must have" stuff in my opinion is the Battledust, the sun rays and the parallax occlusion mapping for ground and other textures.
I don't find the more advanced water stuff really worth the performance drop. Sometimes the higher waves look more ridiculous when in shallow waters than the algorithm used for HIGH.
With this and the normal "HIGH" activated you can still achieve very playable framerates in the upper 30s or even 40s and have all the important eyecandy from DX10
If you want the full "VERY HIGH" treatment, regardless wether you'll notice stuff or not, here is the complete list. But be prepared to have a fps drop of at leat 25-33% from the fps you get in HIGH. Just copy this into an autoexec.bat file:
sys_spec_GameEffects = 3
sys_spec_ObjectDetail = 3
sys_spec_Particles = 3
sys_spec_Physics = 3
sys_spec_PostProcessing = 3
sys_spec_Quality = 3
sys_spec_Shading = 3
sys_spec_Shadows = 3
sys_spec_Texture = 3
sys_spec_VolumetricEffects = 3
sys_spec_Water = 3
e_foliage_wind_activation_dist = 25
e_max_entity_lights = 16
e_obj_quality = 4
e_particles_max_emitter_draw_screen = 32
e_particles_quality = 4
e_shadows_cast_view_dist_ratio = 0.8
e_vegetation_sprites_distance_ratio = 1.5
e_view_dist_ratio_detail = 30
e_view_dist_ratio_vegetation = 45
e_water_ocean_fft = 1
e_water_tesselation_amount = 10
es_DebrisLifetimeScale = 1
g_battleDust_enable = 1
g_breakage_particles_limit = 250
g_ragdollDistance = 40
g_ragdollMinTime = 15
q_Renderer = 3
q_ShaderFX = 3
q_ShaderGeneral = 3
q_ShaderGlass = 3
q_ShaderHDR = 3
q_ShaderIce = 3
q_ShaderMetal = 3
q_ShaderPostProcess = 3
q_ShaderShadow = 3
q_ShaderSky = 3
q_ShaderTerrain = 3
q_ShaderVegetation = 3
q_ShaderWater = 3
r_BeamsDistFactor = .05
r_BeamsMaxSlices = 200
r_ColorGrading = 1
r_DepthOfField = 2
r_DetailNumLayers = 2
r_DynTexAtlasSpritesMaxSize = 32
r_MotionBlur = 4
r_ShadowJittering = 2.5
r_SSAO_quality = 2
r_SSAO_radius = 2
r_sunshafts = 1
r_TexAtlasSize = 2048
r_Usepom = 1
r_WaterReflectionsQuality = 3
r_WaterUpdateDistance = 0.2
It's really better to just pick what you really need. If you just activate "VERY HIGH" on all the options you'll get a performance drop to e.g. 25 fps from 40.
If you just activate the coolest looking ones and cut some crap you can still have 35-40fps and basically won't notice the difference between DX10 VERY HIGH and the tuned DX9 "ALMOST VERY HIGH"
Just copy and paste that what you want into a txt-file called "autoexec.cfg" and put it in your GAME/config folder. É voila: VERY HIGH on DX9 and it runs even a little faster than DX10 Vista.
I get between 30-40 fps in the Crysis demo with a lot of the VERY HIGH options enabled.
Plz note that you may have to play at a resolution of 1280x800 or 1440x900 to get smooth results. Crysis just isn't the game u can run at 1920 and all VERY HIGH and still have 35+ fps. Oh and very important:
Ditch that AA, it isn't going to work on the foilage in Crysis at all and causes a huge performance hit. There is a way to enable ingame edgeAA for all the foilage with almost no fps loss. Try this instead.
Now here is a list of the commands I use:
Note that I have set everything, except SHADOWS to "HIGH" in the advanced game settings. SHADOWS I have at MEDIUM because I think the difference in visual quality is negligible and you get like 4-5 fps more if you let them at MEDIUM. Sometimes they even look nicer with the little flickering going on, like you'll get in RealLife with vegetation and tropical heat.
So here is my autoexec.cfg
-- Enable Framerate info counter (of course not needed for gameplay)
r_displayinfo = 1
-- Enables the nice sun rays coming through vegetation (must have)
r_sunshafts = 1
-- Enables some additional volumetric ray stuff (isn't necessary but nice to have)
r_BeamsDistFactor = .05
r_BeamsMaxSlices = 200
-- Enables 3d effects on ground terrain like stones and sand dunes on the beach. (Parallax occlusion mapping) and normal maps on trees, rocks etc.
r_GeomInstancing = 1
r_UsePom = 1
r_shownormals = 1
e_terrain_normal_map = 1
--Enable in game Anti-Aliasing for foilage. 1 is activated when you play in HIGH, 2 is a little better
r_UseEdgeAA = 2
--Very nice feature. Dust is kicked in the air and stays, blows with the wind if a battle is intense. Really adds to the combat situations
g_battleDust_enable = 1
-Foilage is drawn and wind is activated a little farther away
e_view_dist_ratio_detail = 30
e_view_dist_ratio_vegetation = 45
e_foliage_wind_activation_dist = 25
Basically the "must have" stuff in my opinion is the Battledust, the sun rays and the parallax occlusion mapping for ground and other textures.
I don't find the more advanced water stuff really worth the performance drop. Sometimes the higher waves look more ridiculous when in shallow waters than the algorithm used for HIGH.
With this and the normal "HIGH" activated you can still achieve very playable framerates in the upper 30s or even 40s and have all the important eyecandy from DX10
If you want the full "VERY HIGH" treatment, regardless wether you'll notice stuff or not, here is the complete list. But be prepared to have a fps drop of at leat 25-33% from the fps you get in HIGH. Just copy this into an autoexec.bat file:
sys_spec_GameEffects = 3
sys_spec_ObjectDetail = 3
sys_spec_Particles = 3
sys_spec_Physics = 3
sys_spec_PostProcessing = 3
sys_spec_Quality = 3
sys_spec_Shading = 3
sys_spec_Shadows = 3
sys_spec_Texture = 3
sys_spec_VolumetricEffects = 3
sys_spec_Water = 3
e_foliage_wind_activation_dist = 25
e_max_entity_lights = 16
e_obj_quality = 4
e_particles_max_emitter_draw_screen = 32
e_particles_quality = 4
e_shadows_cast_view_dist_ratio = 0.8
e_vegetation_sprites_distance_ratio = 1.5
e_view_dist_ratio_detail = 30
e_view_dist_ratio_vegetation = 45
e_water_ocean_fft = 1
e_water_tesselation_amount = 10
es_DebrisLifetimeScale = 1
g_battleDust_enable = 1
g_breakage_particles_limit = 250
g_ragdollDistance = 40
g_ragdollMinTime = 15
q_Renderer = 3
q_ShaderFX = 3
q_ShaderGeneral = 3
q_ShaderGlass = 3
q_ShaderHDR = 3
q_ShaderIce = 3
q_ShaderMetal = 3
q_ShaderPostProcess = 3
q_ShaderShadow = 3
q_ShaderSky = 3
q_ShaderTerrain = 3
q_ShaderVegetation = 3
q_ShaderWater = 3
r_BeamsDistFactor = .05
r_BeamsMaxSlices = 200
r_ColorGrading = 1
r_DepthOfField = 2
r_DetailNumLayers = 2
r_DynTexAtlasSpritesMaxSize = 32
r_MotionBlur = 4
r_ShadowJittering = 2.5
r_SSAO_quality = 2
r_SSAO_radius = 2
r_sunshafts = 1
r_TexAtlasSize = 2048
r_Usepom = 1
r_WaterReflectionsQuality = 3
r_WaterUpdateDistance = 0.2
