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post #11 of 17
Thread Starter 
ok, so just download that file and install, thats it? Thanx mate , time to

Oh yes also is it worth editing the game for the HDR thing?
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post #12 of 17
You need to be running a 64-bit OS to use the 64-bit version of FarCry.
post #13 of 17
http://www.tweakguides.com/Farcry_1.html

Really good tweaking guide for farcry.

You can edit the draw distance to pretty much anything, I run mine set so I can see people and all landscape and shadows as far as the eye can see =P
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post #14 of 17
Thread Starter 
yes, i think the max draw distance is like 1.5km

Which setting do you adjust for draw distance?

Quote:
Texture Quality

r_TexResolution [0,1,2] - 0=Full texture resolution, 1=Half resolution, 2=Quarter resolution. The lower the texture resolution, the blockier all textures will appear. Setting to 1 or 2 may increase FPS and reduce overall RAM usage, but will decrease visual quality.

r_TexSkyResolution [0,1,2] - 0=Full resolution, 1=Half resolution, 2=Quarter resolution. Affects the resolution of the sky textures the same way TexResolution (see above) affects other textures. Setting to 1 or 2 may increase FPS and reduce overall RAM usage, but will decrease visual quality.

r_TexBumpResolution [0,1,2] - 0=Full resolution, 1=Half resolution, 2=Quarter resolution. Affects the crispness and clarity of bump-mapped (raised) surfaces. Setting to 1 or 2 will increase FPS, but will decrease visual quality.

e_detail_texture_quality [0,1] - 0=Use 1 texture for entire level, 1=Use multiple texture for levels. If detail textures are enabled (see below), setting this to 0 will use the same texture for every surface in a level which has detail textures which can reduce RAM usage but reduce image quality/realism. Setting to 1 will use more appropriate textures for each different surface, but will increase RAM usage.

r_DetailTextures [0,1] - 0=Off, 1=On. Detail Textures provide more detail to certain textures when examined closer up, such as pitting on metals or the bark on trees. If enabled can increase RAM usage and reduce FPS, but improves visual quality.

r_DetailNumLayers [0,1,2] - 0, 1 or 2 detail layers used per surface. On many textures which use extra layers to show detailed effects (such as gloss), this setting determines how rich such detailing will be. 0=no detail layers, 1 and 2 increase the layers. Reducing detail layers can improve FPS and reduce RAM usage at the cost of visual quality.

r_DetailDistance [0-16] - 0=Per-pixel blending of detail layers occurs at any distance, values up to 16=Per-pixel blending occurs at the set distance from character and beyond. Unclear of the impacts of this setting, I couldn't tell the difference when testing.


Texture Filter Quality

d3d9_TextureFilter [BILINEAR, TRILINEAR] - BILINEAR sets filtering to Bilinear, TRILINEAR sets filtering to Trilinear, as described in the In-Game settings section.

GL_TextureFilter [GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR_MIPMAP_LINEAR] - If you are using the OpenGL renderer (See System.cfg in Advanced Tweaking Section) then GL_LINEAR_MIPMAP_NEAREST=Bilinear Filtering, and GL_LINEAR_MIPMAP_LINEAR=Trilinear Filtering under OpenGL. Similar performance impacts as described above.


Anisotropic Filtering Level

r_Texture_Anisotropic_Level [1-16] - The value set here will determine the Anisotropic Filtering level. In-game this is limited to 4 (4x). Here you can set it all the way up to 16x. Higher levels of AF will successively reduce FPS but improve texture clarity. Cannot be set to 0, 1x is minimum possible.


Particle Count

e_particles_max_count [0-infinity] - This number determines the maximum number of particles shown at any one time on screen by particle effects like smoke, steam, explosions. The lower the setting (0=Particle Effects Off), the less rich the effects will be, especially if there are more than one, but the higher your FPS in areas with such effects.

e_particles_lod [0.5-1.0] - 0.5=Lowest level of detail for particle effects, 1.0=Highest level of detail. At the lowest Level of Detail (LOD) FPS in areas with particle effects is much higher, but quality of effects much lower than at highest LOD.


Special Effects Quality

r_MotionBlur [0,1] - 0=Off, 1=On. Motion Blur occurs when drowning, falling from heights or being flashbanged. Turning it off will disable all such effects but improve FPS in such instances.

r_Glare [0-infinity] - 0=Off, Higher values=On. Usually a value of 1 is sufficient to turn on Glare, any higher seems to make no difference. Glare is the effect surrounding lights. Turning off Glare can improve FPS around visible lights.

r_GlareQuality [0,1,2] - 0=Low quality, 1=Medium quality, 2=High quality Glare. If Glare is enabled this setting controls its quality. Lower values may increase FPS, but reduce image quality.

r_Flares [0,1] - 0=Off, 1=On. Controls whether the Sun has a "lens flare" effect. May improve FPS outdoors if turned off.

r_checkSunVis [0,1,2,3] - Various methods of drawing the Sun in the sky. Image quality differences between the methods don't seem very noticeable. The performance impact of method 2 and 3 will be higher than 0 or 1, but FPS difference is minimal. Doesn't affect shadows.

r_Coronas [0,1] - 0=Off, 1=On. Coronas are the halos of light around light sources. Turning coronas off will improve FPS in areas with lighting, but at the cost of unrealistic lighting sources.

r_CoronaFade [0.0-1.0] - Time taken for a Corona to fade from sight when its source disappears from view. The higher the value, the longer the time taken. May improve FPS if reduced at the cost of some realism.

r_HeatHaze [0,1] - 0=Off, 1=On. Heat Haze is the distorting haze immediately surrounding areas giving off large amounts of heat. Turning this effect off can improve FPS in such areas at the cost of visual quality/realism.

r_ScopeLens_fx [0,1] - 0=Off, 1=On. When the Sniper Rifle is being carried, if you look at its lens you will see it actually shows a small distorted image of what is currently in front of the lens. Turning this effect off may improve FPS slightly at the cost of realism.

r_ProcFlares [0,1] - 0=Off, 1=On. I am unsure as to what Procedural Flares are and the impact of this setting.

r_CryvisionType [0,1,2] - 0=High quality, 1=Medium quality, 2=Low quality. This setting determines the type of image displayed when CryVision is used. The lower the quality, the poorer the image, although it is hard to tell the difference between High and Low quality. FPS impact may be noticeable on older machines.

r_DisableSfx [0,1] - 0=Off, 1=On. This is a confusing setting. Setting it to On is meant to disable all special effects. However it only disables a few of them like Motion Blur and not others - not sure why. Can improve FPS if enabled.

r_Beams [0,1] - 0=Off, 1=On. I am unsure as to what Procedural Beams are and the impact of this setting.

es_EnableCloth [0,1] - 0=Off, 1=On. Determines whether cloth items are physically tangible or not. For example if set to Off, you can walk right through a hanging fishing net and it won't move. If set to On, walking into the net makes it move. Disabling physical cloth can improve FPS slightly in such areas.
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post #15 of 17
Thread Starter 
I need help, which value do I need to increase to improve the draw distance?
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post #16 of 17
Quote:
Originally Posted by killnine
You dont need 64-bit windows to run that. It benefits you even more if you do, but here is a link to the 64-bit Farcry on 32-bit windows patch. Sorry for the confusion:

http://farcry.filefront.com/file/FC_...nversion;50861

If you go to the Tweak Guide of Far Cry they talk about it more. Hope this helps
Ah, I thank you for that mate
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post #17 of 17
Quote:
Originally Posted by muffin
You need to be running a 64-bit OS to use the 64-bit version of FarCry.

There is a patch so you dont need the 64-bit OS to reap the 64-bit farcry rewards.


Negotiator -- It looks kinda nice but isn't SUPER neceassry unless you have GPU/CPU cycles to kill. I would just increase draw distance with the 64-bit patch. I thought that the draw distance was a part of your settings, so "Ultra" on your machine spec made it further, but I am not aware of the INI line to modify. However, I am pretty sure even at max, the 64-bit patch offers better resolution at distance than 32-bit with higher distance. IF you notice, at distance, the engine replaces textures with blobby, ugly textures to save on computation. With the 64-bit patch, I think it has different textures and parses them differently to give a little more realism to objects at extreme distance. However, this is just from my subjective observation when comparing the two on my machine (which isn't even a 64-bit enabled rig). Best of luck though!
    
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