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[CVG]Crysis 2 PC players unlock graphics options - Page 4  

post #31 of 159
you need to create a shortcut and add them to the command line, nothing works in the dev console.

edit: here is what i use

"C:\\Program Files (x86)\\Electronic Arts\\Crytek\\Crysis 2\\bin32\\Crysis2.exe" +g_skipIntro=1 +cl_fov=80 +r_DrawNearFoV = 80 +pl_movement.power_sprint_targetFov = 70
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post #32 of 159
Quote:
Originally Posted by mattlyall06 View Post
you need to create a shortcut and add them to the command line, nothing works in the dev console.

edit: here is what i use

"C:\\Program Files (x86)\\Electronic Arts\\Crytek\\Crysis 2\\bin32\\Crysis2.exe" +g_skipIntro=1 +cl_fov=80 +r_DrawNearFoV = 80 +pl_movement.power_sprint_targetFov = 70

Can you test the glow disable command?
Not working for me.
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post #33 of 159
Quote:
Originally Posted by Enfluenza View Post
so how do i apply this?
and does any1 know how to fix the heavy flashing? the bloom flashes like its gonna give me a epileptic seizure!

HOW DO I FIX FLASHING???? it didnt happen in the demo :/
download radeon pro, make a profile for crysis2.exe, then under tweaks tab force the bioshock profile.
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post #34 of 159
i find it strange that the source quotes a seemingly random and unpopular thread. here is a bigger list. there are WAY more commands than this though.

Usage: r_DeferredShadingLightVolumes [0/1]
Default is 1 (enabled). 0 Disables.
Usage: r_DeferredDecals [0/1]
Default is 1 (general pass darken), 2 (light buffer darken), 3 (alpha blended), 0 Disables.
Usage: r_deferredDecalsDebug [0/1]
Usage: r_DeferredShadingCubeMaps [0/1]
Default is 1 (enabled), 0 Disables
Usage: r_DeferredShadingHeightBasedAmbient [0/1]
Default is 1 (enabled), 0 Disables
Usage: r_DeferredShadingStencilPrepass [0/1]
Default is 1 (enabled), 0 Disables
Usage: r_DeferredShadingScissor [0/1]
Default is 1 (enabled), 0 Disables
Usage: r_DeferredShadingDepthBoundsTest [0/1]
Default is 1 (enabled). 0 Disables.
Usage: r_DeferredShadingDebug [0/1]
0 disabled (Default)
1 skip lights rendering (but still do cpu work)
2 only 1 light
3 Fillrate debug (brighter colors means more expensive)
Usage: r_DeferredShadingLightLodRatio [value]
Default is 0.1
Usage: r_DeferredShadingLightStencilRatio [value]
Default is 0.2
Usage: r_DeferredShadingSortLights [0/1]
Default is 0 (off)
Usage: r_IrradianceVolumes [0/1]
Default is 0 (off)
Usage: r_HDRRendering [0/1]
Default is 1 (on). Set to 0 to disable HDR rendering.
Usage: r_HDRDebug [0/1/2]
0 off (default)
1 to show some internal HDR textures on the screen
2 to identify illegal colors (grey=normal, red=NotANumber, green=negative)3 display hdr range adaptation4 debug merged posts composition mask
Usage: r_HDRLevel [Value]
Default is 3.0f
Usage: r_HDROffset [Value]
Default is 10.0f
Usage: r_HDRVignetting [Value]
Default is 1 (enabled)
Usage: r_HDRRangeAdapt [Value]
Default is 1
Usage: r_HDREyeAdaptionCache [value]
Default is 4. 0 - always update, 1 - every other frame, 2 - every two frames, etc
Usage: r_HDRRangeAdaptMax [Value]
Default is 1.0f
Usage: r_HDRRangeAdaptMaxRange [Value]
Default is 4.0f
Usage: r_HDRRangeAdaptLBufferMax [Value]
Default is 0.25f
Usage: r_HDRRangeAdaptLBufferMaxRange [Value]
Default is 2.0f
Usage: r_HDRTexFormat [Value] 0low precision - cheaper/faster), 1high precision)
Default is 0
Usage: r_HDREyeAdaptionFactor [Value]
Default is 0.5
Usage: r_EyeAdaptationBase [Value]
Usage: r_EyeAdaptationSpeed [Value]
Usage: r_HDRRangeAdaptationSpeed [Value]
Usage: r_HDRGrainAmount [Value]
Usage: r_HDRBloomMul [Value]
Usage: r_HDRBrightThreshold [Value]
Default is 3.0
Usage: r_HDRBrightOffset [Value]
Default is 6.0
Usage: r_HDRBrightLevel [Value]
Default is 0.6
Usage: r_HDRBlueShift 0 to 1
Default is 0 (disabled). Set to 1 to use max blue shift strength
Usage: r_Beams [0/1/2/3]
Default is 3 (optimized beams with glow support). Set to 0 to disable beams or 2 to
use fake beams. Set 1 for real beams, full resolution (slower). Set to 3 to use
optimized and with glow support beams.
Usage: r_BeamsSoftClip [0/1]
Default is 1 (software clip beams). Set to 0 to enable hardware clipping.
Usage: r_BeamsHelpers [0/1]
Default is 0 (disabled helpers). Set to 1 to enable drawing helpers.
Usage: r_BeamsMaxSlices [1-300]
Default is 200 (high-spec).
Usage: r_BeamsDistFactor [fValue]
Default is 0.01 (0.01 meters between slices).
Usage: r_GeomInstancingThreshold [Num]
Default is 0 (automatic depending on hardware, used value can be found in the log)
1 - GPU friendly.
2 - Automatic.
Usage: r_GeomInstancing [0/1]
Default is 1 (on). Set to 0 to disable geom. instancing.
Usage: r_MaterialsBatching [0/1]
Default is 1 (on). Set to 0 to disable.
Usage: r_ImpostersDraw [0/1]
Default is 1 (on). Set to 0 to disable imposters.
Usage: r_ImposterRatio [1..]
Default is 1 (1:1 normal). Bigger values can help to save texture space
(e.g. value 2 results in 1/4 texture memory usage)
Usage: r_ImpostersUpdatePerFrame [1000-30000]
Default is 6000 (6 megabytes)
Usage: r_UseCBStatic [0/1]
Default is 1 (on). Set to 0 to use dynamic update of CB's per-instance.
Usage: r_UseCBStaticDebug [0/1]
Default is 0 (off). Set to 1 to enable asserts when static CB content is differ from the actual instance content.
Usage: r_ZPassDepthSorting [0/1/2]
0: No depth sorting
1: Sort by depth layers (default)
2: Sort by distance
Usage: r_UseZPass [0/1]
Default is 1 (on). Set to 0 to disable Z-pass.
Usage: r_UseAlphaBlend [0/1]
Default is 1 (on). Set to 0 to disable all alpha blended object.
Usage: r_UseEdgeAA [0/1/2/3]
Default is 1 (edge blurring)
1 = activate edge blurring mode
2 = activate edge antialiasing mode (previous version)3 = activate Laplace edge antialiasing mode
Usage: r_SoftAlphaTest [0/1]
Default is 1 (enabled)
Usage: r_UseHWSkinning [0/1]
Default is 1 (on). Set to 0 to disable HW-skinning.
Usage: r_UseMaterialLayers [0/1/2]
Default is 2 (optimized). Set to 1 for enabling but with optimization disabled (for debug).
Usage: r_UseSoftParticles [0/1]
Usage: r_UseParticlesRefraction [0/1]
Usage: r_UseParticlesGlow [0/1]
Usage: CV_r_useparticles_merge [0/1]
Usage: r_UseParticlesHalfRes [0/2]
Usage: r_UseParticlesHalfResForce [0-off/1-additive/2-alphabased]
Usage: r_UseParticlesHalfResDebug [0/1]
Half resolution rendering has a constant performance hit so there's usually no gain if used for a very small number of particles
Usage: r_UseParticlesHalfRes_MinCount [n]
Usage: r_UseParticles_GIAmount [n]
Usage: r_UsePOM [0/1]
Usage: r_PostMSAA [0/1]1: 2x quincunx, 2: 4xmsaa
Usage: r_PostMSAAMode [1: to enable 2x amsaa with linear blending, 2: to enable 2x amsaa with clamped reprojection]
Usage: r_PostMSAAEdgeFilterNV [0/1]
Usage: r_PostMSAAInEditingMode [0/1]
Usage: r_MotionBlur [0/1/2/3]
Default is 1 (camera motion blur on).
1: camera motion blur
2: camera and object motion blur
3: debug mode
Usage: r_UseMergedPosts [0/1/2]
Default is 1.
1: fastest mode - half res rendering
2: full res rendering mode (tbd)
3: quality mode, hdr + fullres (tbd)
Usage: r_MotionBlurShutterSpeed [0...1]
Default is 0.004
Usage: r_MotionBlurMaxViewDist [0...1]
Default is 16 meters
Usage: r_MotionBlurFrameTimeScale [0/1]
Usage: r_MotionBlurAdaptiveSampling [0/1]
Usage: r_CustomVisions [0/1/2]
Default is 0 (disabled). 1 enables. 2 - cheaper version, no post processing
Usage: r_DebugLayerEffect [0/1/2/3/etc]
Default is 0 (disabled). 1: 1st layer mode, etc
Usage: r_Rain [0/1/2]
0 - disabled 1 - enabled 2 - enabled with rain occlusion
Usage: r_RainAmount
Usage: r_RainMaxViewDist
Usage: r_RainMaxViewDist_Deferred [n]
Usage: r_RainIgnoreNearest [0/1]
Usage: r_DepthOfField [0/1/2]
Default is 0 (disabled). 1 enables, 2 hdr time of day dof enabled
Usage: r_DepthOfFieldBokeh [0/1/etc]
Default is 0 (isotropic/spherical).
Usage: r_DepthOfFieldBokeh [0/1/etc]
Default is 0: 32 samples, 1: 64 samples
Usage: r_DepthOfFieldStencilPrepass [0/1]
Default is 0 (disabled). 1 enables
1=Enable
Usage: r_DebugLightVolumes[0/1]
1=Enable
Usage: r_UseShadowsPool[0/1]
Usage: r_ShadowsBias [0.1 - 16]
1=Regenerate all sides
Usage: r_ShadowGenMode [0/1]
Usage: capture_misc_render_buffers [0/1/2]
0=Disable (default)
1=Capture HDR, depth, shadow mask and AO buffers along with final framebuffer
2=Capture stereo left and right buffers
Note: Enable capturing via "capture_frames 1".
Usage: r_ShadowsUseClipVolume [0=Disable/1=Enable
Usage: r_ShadowBlur [0=no blurring(fastest)/1=blur/2=blur/3=blur without leaking(slower)]
2=use R32F texture format for depth map
3=use ATI's DF24 texture format for depth map
4=use NVIDIA's D24S8 texture format for depth map
5=use NVIDIA's D16 texture format for depth map
Usage: r_ShadowTexFormat [0-5]
1=Use light volumes
Usage: r_ShadowsDeferredMode [0/1]
1=horizontal half resolution shadow mask
2=horizontal and vertical half resolution shadow mask
Usage: r_ShadowsMaskResolution [0/1/2]
0=per pixel shadow mask
1=half resolution shadow mask
Usage: r_ShadowsMaskDownScale [0/1]
Usage: r_ShadowsStencilPrePass [0/1]
Usage: CV_r_ShadowsDepthBoundNV [0/1]
Usage: CV_r_ShadowsForwardPass [0/1]
Usage: r_ShadowBluriness [0.1 - 16]
Usage: r_ShadowJittering [0=off, 1=on]
Usage: r_VarianceShadowMapBlurAmount [0=deactivate, >0 to specify blur amount (1=normal)]
Usage: r_DebugLights [0/1/2/3]
Default is 0 (off). Set to 1 to display centers of light sources,
or set to 2 to display light centers and attenuation spheres, 3 to get light properties to the screen
0 - Disable shadows snapping
1 - Enable shadows snapping
Usage: r_ShadowGenGS [0=off, 1=on]
0 - disabled
1 - SSAO technique with normals
2 - SSAO technique with normals and temporal accumulation
3 - Volumetric Obscurance technique with jittering
4 - Volumetric Obscurance technique with jittering and temporal accumulationSSGI
Usage: r_ShowDynTextures 0/1/2
Default is 0. Set to 1 to show all dynamic textures or 2 to display only the ones used in this frame
Textures are sorted by memory usage
Usage: r_ShowDynTexturesMaxCount [1...36]
Default is 36
Usage: r_ShowDynTexturesFilter *mid*
Usage: r_ShowDynTexturesFilter start*
Default is *. Set to 'pattern' to show only specific textures (activate r_ShowDynTextures)
Default is 8core5
Usage: r_ShaderCompilerPort 61453 #
Default is 61453
Usage: r_ShaderCompilerDontCache 0 #
Default is 0
shows that the destination is older or does not exist.
Usage: r_RC_AutoInvoke 0 (default is 1)
Usage: r_Glow [0/1]
Default is 0 (off). Set to 1 to enable glow effect.
Usage: r_GlowAnamorphicFlares [0/1]
Default is 0 (off). Set to 1 to enable.
Usage: r_NightVision [0/1]
Default is 2 (HDR). Set to 1 (older version - kept for backward compatibility)Set to 3 to enable debug mode (force enabling).Set to 0 to completely disable nightvision.
Usage: r_SonarVision [0/1]
Default is 1 (on). Set to 2 to enable debug mode (force enabling). Set to 0 to completely disable sonar vision modes.
Usage: r_ThermalVision [0/1]
Default is 1 (on). Set to 2 to enable debug mode (force enabling). Set to 0 to completely disable termal vision modes.
Default is 150 (meters)
Usage: r_ThermalVisionViewCloakFrequencyPrimary [1+]
When looking at a refracting (cloaked) object sets the inverse frequency of the primary sine wave for the objects heat. Higher = slower
Usage: r_ThermalVisionViewCloakFrequencySecondary [1+]
When looking at a refracting (cloaked) object sets the inverse frequency of the secondary sine wave for the objects heat. Higher = slower
Usage: r_ThermalVisionViewCloakFlickerMinIntensity [0.0+]
When looking at a refracting (cloaked) object sets the min scaling factor at which the object displays hot in thermal vision
Usage: r_ThermalVisionViewCloakFlickerMaxIntensity [0.0+]
When looking at a refracting (cloaked) object sets the min scaling factor at which the object displays hot in thermal vision
Usage: r_refraction [0/1]
Default is 1 (on). Set to 0 to disable.
Usage: r_sunshafts [0/1]
Default is 1 (on). Set to 0 to disable.
Usage: r_pointslightshafts [0/1]
Default is 1 (on). Set to 0 to disable.
Usage: r_PostProcessEffects [0/1/2]
Default is 1 (enabled). 2 enables and displays active effects
Usage: r_PostProcessEffectsParamsBlending [0/1]
Default is 1 (enabled).
Usage: r_PostprocessParamsBlendingTimeScale [scale]
Default is 12.0f.
Usage: r_PostProcessEffectsFilters [0/1]
Default is 1 (enabled). 0 disabled
Usage: r_PostProcessEffectsGameFx [0/1]
Default is 1 (enabled). 0 disabled
Usage: r_PostProcessEffectsReset [0/1]
Default is 0 (disabled). 1 enabled
Usage: r_PostProcessHUD3D [0/1]
Default is 1 (post process hud enabled). 0 Disabled
Usage: CV_r_PostProcessHUD3DDebugView [0/1/2/3]
Default is 0 (disabled). 1 Solid fill. 2 Wire frame. 3 Unwrap mesh onto flash texture
Usage: r_PostProcessHUD3DCache [0/1/2/3]
Default is 0 (disabled). 1 Cache every 1 frame. 2 Every 2 frames. Etc
Usage: r_PostProcessHUD3DShadowAmount [> 0.0]
Default is 1.7f, higher = darker
Usage: r_PostProcessHUD3DGlowAmount [> 0.0]
Default is 1.0f, higher = more glow
Usage: r_PostProcessHUD3DNoStencilClear [0/1]
Default is 1 (enabled), 0 disabled
Usage: CV_r_PostProcessNanoGlassDebugView [0/1]
Default is 0 (disabled). 1 Wire frame.
Usage: r_ShowGammaReference [0/1]
Usage: r_ColorGrading [0/1]
Usage: r_Fur [0/1]
Usage: r_ColorGradingSelectiveColor [0/1]
Usage: r_ColorGradingLevels [0/1]
Usage: r_ColorGradingFilters [0/1]
Usage: r_ColorGradingCharts [0/1]
Usage: r_ColorGradingCharts [0/1/2/etc]
Default is 4 (update every 4 frames), 0 - always update, 1- update every other frame
Usage: r_CloudsUpdateAlways [0/1]
Default is 0 (off)
Usage: r_CloudsDebug = 1: render just screen imposters
Usage: r_CloudsDebug = 2: render just non-screen imposters
Default is 0 (off)
Usage: r_TexBumpResolution [0/1/2 etc]
When 0 (default) texture resolution is unaffected, 1 halves, 2 quarters etc.
Usage: r_TexResolution [0/1/2 etc]
When 0 (default) texture resolution is unaffected, 1 halves, 2 quarters etc.
Usage:r_TexLog #
where # represents:
0: Texture logging off
1: Texture information logged to screen
2: All loaded textures logged to 'UsedTextures.txt'
3: Missing textures logged to 'MissingTextures.txt
Usage:r_TexNoLoad [0/1]
When 1 texture loading is disabled.
Default is 50(MB) for PS3 & XBox 360.
If r_TexturesStreaming is set to 2, this parameter is chosen automatically for PC.
Default is 128(MB) for PC, 80(MB) for PS3 & XBox 360.
All textures will be streamed in the main thread. Useful for debug purposes.
Usage: r_TexturesStreamingSync [0/1]
Default is 0 (off).
Usage: r_TexturesStreamingResidencyEnabled [toggle]Default is 0, 1 for enabled
Usage: r_TexturesStreamingResidencyTimeTestLimit [time]Default is 5 seconds
Usage: r_TexturesStreamingResidencyTime [Time]
Default is 10 seconds
Usage: r_TexturesStreamingResidencyThrottle [ratio]Default is 0.5Max is 1.0 means textures will become resident sooner, Min 0.0 means textures will not become resident
Usage: r_TexturesStreamingMaxRequestedMB [size]
Default is 2.0(MB)
Usage: r_TexturesStreamingPostponeMips [0/1]
Default is 1 (on).
Usage: r_TexturesStreamingPostponeThresholdKB [size]
Default is 1024(KB)
Usage: r_texturesstreamingPostponeThresholdMip [count]
Default is 1
Usage: r_TexturesStreamingMinReadSizeKB [size]
Default is 32(KB)
Usage: r_TexturesStreamingMaxRequestedJobs [jobs number]
Default is 256 jobs
Increasing this value will reduce amount of memory required for textures.
Usage: r_TexturesStreamingMipBias [-4..0..4]
Default is 0.
Usage: r_TexturesStreamingMipClampDVD [0..4]
Default is 1.
This variable influences only a visual quality of appearing texture details.
Usage: r_TexturesStreamingMipFading [0/1]
Default is 1 (enabled).
Usage: r_TexturesStreamingNoUpload [0/1]
Default is 0 (off).
On Xenon it's on[1] by default and cannot be changed.
Usage: r_TexturesStreamingOnlyVideo [0/1]
Default is 0 (off) for PC and PS3, 1(on always) for XBox 360.
Usage: r_TexturesStreaming [0/1/2]
Default is 0 (off). All textures save in native format with mips in a
cache file. Textures are then loaded into texture memory from the cache.
Usage: r_TexturesStreamingDebug [0/1/2]
Default is 0 (off).1 - texture streaming log.2 - Show textures hit-parade based on streaming priorities3 - Show textures hit-parade based on the memory consumed
Usage: r_TexturesFilteringQuality [#]
where # represents:
0: Highest quality
1: Medium quality
2: Low quality
Usage: r_TextureLodDistanceRatio [-1, 0 and bigger]
Default is -1 (completely off). Value 0 will set full LOD to all textures used in frame.
Values bigger than 0 will activate texture LOD selection depending on distance to the objects.
2(default)=automatic detection
should be activated before rendering
2(default)=automatic detection (currently SLI only, means off for ATI)
should be activated before rendering
r_ProfileShaders or r_Stats needs to be activated to see the statistics
Usage: r_FSAA [0/1]
Default: 0 (off).
Usage: r_FSAA_samples N (where N is a number >= 0). Attention, N must be supported by given video hardware!
Default: 4. Please note that various hardware implements special FSAA modes via certain combinations of
r_FSAA_quality and r_FSAA_samples. See config/FSAAProfiles*.txt for samples.
Usage: r_FSAA_quality N (where N is a number >= 0). Attention, N must be supported by given video hardware!
Default: 0. Please note that various hardware implements special FSAA modes via certain combinations of
r_FSAA_quality and r_FSAA_samples. See config/FSAAProfiles*.txt for samples.
Usage: r_ShowNormals [0/1]Default is 0 (off).
Usage: r_ShowLines [0/1]
Default is 0 (off).
r_NormalsLength 0.2
Default is 0.2 (meters). Used with r_ShowTangents and r_ShowNormals.
Usage: r_ShowTangents [0/1]
Default is 0 (off).
Usage: r_ShowTimeGraph [0/1/2]
1: Graph displayed as points.2: Graph displayed as lines.Default is 0 (off).
Usage: profileStreaming [0/1/2]
1: Graph displayed as points.2: Graph displayed as lines.Default is 0 (off).
Usage: r_ShowMT [0/1]
Default is 0 (off).
Usage: r_ShowBufferUSage [0/1]
Default is 0 (off).
Usage: r_LogVBuffers [0/1]
Default is 0 (off).
0: off
1: normal
2: extended
0: off
1: normal
2: extended
Usage: r_ShadersDebug [0/1/2/3]
1 = assembly into directory Main/{Game}/shaders/cache/d3d9
2 = compiler input into directory Main/{Game}/testcg
3 = compiler input with debug information (useful for PIX etc./{Game}/testcg_1pass
Default is 0 (off)
Usage: r_ShadersAsyncCompiling [0/1/2/3]
0 = off, (stalling) shaders compiling
1 = on, shaders are compiled in parallel, missing shaders are rendered in yellow
2 = on, shaders are compiled in parallel, missing shaders are not rendered
3 = on, shaders are compiled in parallel in precache mode
Usage: r_ShadersAsyncActivation [0/1]
0 = off, (stalling) synchronous shaders activation
1 = on, shaders are activated/streamed asynchronously
default = 1.0tween 0 and 1) - default = 0.2ecacheAllLights
Usage: r_DebugRefraction
Default is 0 (off) from the render list.
Usage: r_ExcludeShader ShaderName
Sometimes this is useful when debugging.
Usage: r_ShowOnlyShader ShaderName
Usage: r_ExcludeShader Name
Usage: r_ExcludeShader !Name
Sometimes this is useful when debugging.
Usage: r_ProfileShaders [0/1]
Default is 0 (off). Set to 1 to display profiling
of rendered shaders.
Usage: r_ProfileShadersSmooth [0-10]
Usage: r_ProfileShaders [0/1]
Usage: r_EnvCMResolution #
where # represents:
0: 64
1: 128
2: 256
Default is 2 (256 by 256 pixels).
Usage: r_EnvTexResolution #
where # represents:
0: 64
1: 128
2: 256
3: 512
Default is 3 (512 by 512 pixels).
Usage: r_WaterUpdateFactor 0.01
Default is 0.01. 0 means update every frame
Usage: r_EnvCMupdateInterval #
Default is 0.1.
Usage: r_EnvTexUpdateInterval 0.001
Default is 0.001.
Usage: r_WaterReflections [0/1]
Default is 1 (water reflects).
Usage: r_WaterReflectionsMGPU [0/1/2]
Default is 0 (single render update), 1 (multiple render updates)
Usage: r_WaterReflectionsQuality [0/1/2/3]
Default is 0 (terrain only), 1 (terrain + particles), 2 (terrain + particles + brushes), 3 (everything)ded.
Usage: r_WaterCaustics [0/1]
Default is 1 (enabled).
Usage: r_WaterCausticsDistance
Default is 100.0 meters
Usage: r_WaterCausticsDeferred [0/1/2]
Default is 0 (disabled). 1 - enables. 2 - enables with stencil pre-pass
Usage: r_WaterGodRays [0/1]
Default is 1 (enabled).
Usage: r_WaterUpdateThread [0/1/2/3/4/n]
Default is 5 (enabled and on 5 hw thread).
Usage: r_Reflections [0/1]
Default is 1 (reflects).
Usage: r_ReflectionsQuality [0/1/2/3]
Default is 0 (terrain only), 1 (terrain + particles), 2 (terrain + particles + brushes), 3 (everything)
Usage: r_DetailTextures [0/1]
Default is 1 (detail textures on).
Usage: r_ReloadShaders [0/1]
Default is 0. Set to 1 to reload shaders.
Usage: r_DetailNumLayers 2
Default is 2.
Usage: r_DetailScale 8
Default is 8. This scale applies only if the object's
detail scale was not previously defined (in MAX).
Usage: r_DetailDistance (1-20)
Default is 6.
Usage: r_NoDrawShaders [0/1]
Default is 0 (render pipeline enabled). Used for debugging and profiling.
Usage: r_NoDrawNear [0/1]
Default is 0 (near objects are drawn).
Usage: r_DrawNearFoV [n]
Default is 60.
Usage: r_Flares [0/1]
Default is 1 (on).
Usage: r_Gamma 1.0
1 off (default), accepted range on PS3 is 0.8 to 1.25
Usage: r_Brightness 0.5
Default is 0.5.
Usage: r_Contrast 0.5
Default is 0.5.
Usage: r_NoHWGamma [0/1]
Default is 0 (allow hardware gamma correction).
Usage: r_Coronas [0/1]Default is 1 (on).
Usage: r_CoronaFade 0.5Default is 0.5.
0=do not take a screenshot (default), 1=save a screenshot (together with .HDR if enabled), 2=save a screenshot
Use negative values to log a single frame.
Usage: r_Log +/-[0/1/2/3/4]
1: Logs a list of all shaders without profile info.
2: Log contains a list of all shaders with profile info.
3: Logs all API function calls.
4: Highly detailed pipeline log, including all passes,
states, lights and pixel/vertex shaders.
Default is 0 (off). Use this function carefully, because
log files grow very quickly.
0=disabled,
1=global render stats,
2=print shaders for selected object,
6=display per-instance drawcall count,
11=print info about used RT's (switches),
12=print info about used unique RT's,
13=print info about cleared RT's
Usage: r_Stats [0/1/2/3/6/11/12/13]
0: Disabled
1: Enabled
2: Enabled, use asynchronous swaps on X360
Usage: r_PredicatedTiling [0/1]
Usage: r_testSplitScreen [0/1]
Usage: r_SplitScreenActive [0/1]
Usage: r_MeasureOverdraw [0/1]
When 8-bit content is displayed, banding may occur if sRGB back buffer writes are enabled
Usage: r_ShowRenderTarget [0=off/1/2/3/4/5/6/7/8/9/...]
1: m_Text_ZTarget
2: m_Text_HDRTarget
3: m_Text_ScreenShadowMap[0]
4: m_Text_ScreenShadowMap[1]
5: m_Text_ScreenShadowMap[2]
6: gTexture
7: gTexture2
8: m_Text_ScatterLayer
9: pEnvTex->m_pTex->m_pTexture
10: m_Text_LightInfo[0]
12: m_Text_BackBufferScaled[0] (Current 2x smaller post effects backbuffer)
13: m_Text_BackBufferScaled[1] (Current 4x smaller post effects backbuffer)
14: m_Text_BackBufferScaled[2] (Current 8x smaller post effects backbuffer)
15: Current custom render target (reflections/etc)
16: Downscaled depth target for SSAO
17: m_Text_SceneNormalsMap (View space normals target)
18: Deferred Indirect lighting accumulation (wip research)
19: m_Text_SceneTarget
20: Irradiance volume visualization
26: Stereo left and right buffers
Usage: r_ShowRenderTarget_Filtered [0=off/1=on]
Usage: r_ShowLightBounds [0=off/1=on]
Usage: r_UseGSParticles [0/1=default]
Usage: r_UseSRGB [0=off/1=lighting is computed in linear space]
The checkerboard pattern displayed represents the mapping of the assigned diffuse
texture onto the object's uv space. One block in the pattern represents 8x8 texels.
Usage: r_TexelsPerMeter [n] (where n is the desired number of texels per meter; 0 = off)
Usage: r_enableAltTab [toggle]
Notes: Should only be added to system.cfg and requires a restart
Usage: r_StereoDevice [0/1/2/3/4]
0: No stereo support (default)
1: Frame compatible formats (side-by-side, interlaced, anaglyph)
2: HDMI 1.4 (PS3 only)
3: Stereo driver (PC only, NVidia or AMD)
4: Dualhead (PC only, two projectors or iZ3D screen)
100: Auto-detect device for platform
Usage: r_StereoMode [0=off/1/2]
1: Dual rendering
2: Post Stereo
Usage: r_StereoOutput [0=off/1/2/3/4/5/6]
0: Standard
1: IZ3D
2: Checkerboard (not supported on X360)
3: Above and Below (not supported)
4: Side by Side
5: Line by Line (Interlaced)
6: Anaglyph
Usage: r_StereoFlipEyes [0=off/1=on]
0: don't flip
1: flip
If not zero, HUD needs to be rendered two times.
Usage: r_StereoGammaAdjustment [offset]0: offue is multiplied by the distance the camera have been moved between two frames and that is substracted from the max anisotropic
0 - off
1 - opaque pass
2 - zpass
4 - transparent.
Usage: r_TextureCompressor [0/1]
0 uses nvDXT, 1 uses Squish if possible
Fog computations for all pixels closer than a given depth value will be skipped.
Usage: r_FogDepthTest z with...
z = 0, culling disabled
z > 0, fixed linear world space culling depth
z < 0, optimal culling depth will be computed automatically based on camera direction and fog settings
Usage: r_FogColorGradient [0/1/2]
0: force off
1: force on
2: use level setting (default)
Usage: r_Scratches [0/1/2]
0: force off
1: force on
2: on in game-mode only (default)
3: as 2, but independent of sunshafts or sun postion
Usage: r_HUDHitEffect [0/1]
0: force off
1: on (default (rectangles)
2: on (different border rendering (trapezoids))
3: on (alternating border rendering methods)
4: on (fullscreen rendering)
Usage: r_RainDropEffect [0/1/2]
0: force off
1: on (default)
2: on (forced)
Usage: r_FogGlassBackbufferMaxResolves [0/n]
0: disable resolve capping
n: any integer greater than 0, maximum number of backbuffer resolves
Usage: r_RefractionPartialResolves [0/1]
0: disable
1: enable conservativley (non-optimal)
2: enable (default)
Usage: r_FogGlassBackbufferResolveDebug [0/1]
0: disable output (default)
1: enable output
of this amount will force a backbuffer resolve unless capped.
Usage: r_Batching [0/1]
Only used if flash asset is tagged CE_HQR!
of the screen for adjusting the title safe area. This is for logo placements
and text printout to account for the TV overscan and is mostly needed for consoles.
If only one value is specified, the overscan borders for left/right and top/bottom
are set simultaneously, but you may also specify different percentages for left/right
and top/bottom.
Usage: r_OverscanBorders [0..25]
r_OverscanBorders [0..25] [0..25]
Default is 0=off, >0 defines the size of the overscan borders for left/right
or top/bottom as percentages of the whole screen size (e.g. 7.5)
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post #35 of 159
Quote:
Originally Posted by grunion View Post
Can you test the glow disable command?
Not working for me.
doesnt seem to work for me either. although my others do.
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post #36 of 159


OI

IT'S A BLOODY GAME! Who cares what kind of graphics options there are? It looks good, I haven't heard any major bug reports, and it's got a unique setting. So stop faffing about and whinging that you can't spam settings and enjoy the bloody game!


Geez...
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post #37 of 159
Quote:
Originally Posted by TestECull View Post


OI

IT'S A BLOODY GAME! Who cares what kind of graphics options there are? It looks good, I haven't heard any major bug reports, and it's got a unique setting. So stop faffing about and whinging that you can't spam settings and enjoy the bloody game!


Geez...
Do you even own the game? I cant even play multiplayer because of some crappy bug.

Crytek really messed up with this one.
    
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post #38 of 159
Quote:
Originally Posted by TestECull View Post


OI

IT'S A BLOODY GAME! Who cares what kind of graphics options there are? It looks good, I haven't heard any major bug reports, and it's got a unique setting. So stop faffing about and whinging that you can't spam settings and enjoy the bloody game!


Geez...
If this was any other game then I would understand and accept your argument but this is crysis we're talking about! They built up a huge reputation with crysis 1 based on how amazing the graphics were and the customization options available.
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post #39 of 159
ITT: People who claim to care about graphics settings for Crysis 2 yet don't even know how to create custom configs for the first one.
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post #40 of 159
Quote:
Originally Posted by Kand View Post
That, or you could drop them all in autoexec.cfg, like you would with the old game.

Or was that config.cfg.. I forget.
either works.
Why anyone thought Crysis 2 would be different just because it didnt have a GUI menu is beyond me. It's more or less the same engine, executables, and structure as the last engine. Just looking at the files tells you that - and the beta required people to mess with them too.
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Overclock.net › Forums › Industry News › Video Game News › [CVG]Crysis 2 PC players unlock graphics options