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[BD] Crytek: No DirectX 11 patch today; 1.2 PC patch coming later this week - Page 25

post #241 of 287
You want dx11 looking graphics? or maybe it is dx11? or maybe it is not..lol copy and paste to a .txt then save this as autoexec.cfg in your game directory: if you can find a way to remove weapon blur please message me..

; crysis 2 dx11 - autoexec

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Crysis 2 - System settings ;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
sys_spec = 3
sys_spec_Full = 3
sys_spec_ObjectDetail = 3
sys_spec_Shading = 3
sys_spec_VolumetricEffects = 3
sys_spec_Shadows = 3
sys_spec_Texture = 3
sys_spec_Physics = 3
sys_spec_PostProcessing = 3
sys_spec_Particles = 3
sys_spec_Sound = 3
sys_spec_Water = 3
sys_spec_GameEffects = 3
sys_spec_Quality = 3
sys_MaxFPS = 120
sys_physics_CPU = 3


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Crysis 2 - render settings ;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
r_ShadersRemoteCompiler = 0
r_ShaderCompilerServer =
r_displayInfo = 1
r_Driver = "DX11"
r_driver = dx11
r_UseEdgeAA = 3
r_Beams = 1
r_BeamsDistFactor = 0.015
r_BeamsMaxSlices = 300
r_BeamsSoftClip = 0
r_EnableAltTab = 0
r_MultiGPU = 1
r_TexMaxAnisotropy = 16
r_Character_NoDeform = 0
;r_CloakHeatScale = 1.5
r_CloudsUpdateAlways = 1
r_ColorBits = 32
r_ColorGrading = 1
r_ConditionalRendering = 1
r_Coronas = 1
r_CoronaFade = 1
r_CustomVisions = 1
r_DeferredShadingCubeMaps = 1
r_DeferredShadingDepthBoundsTest = 1
r_DeferredShadingHeightBasedAmbient = 1
r_DeferredShadingLightVolumes = 1
r_DepthOfField = 2
;r_DepthOfFieldBokeh =
r_DepthOfFieldBokehQuality = 1
r_DetailDistance = 20
r_DetailNumLayers = 2
r_DetailScale = 20
r_DetailTextures = 1
r_dofMinZ = 0.6
r_dofMinZBlendMult = 1.2
r_dofMinZScale = 1.2
r_DrawNearFarPlane = 80
r_DrawNearFoV = 80
r_EnvCMResolution = 2
r_EnvTexResolution = 3
r_EnvTexUpdateInterval = 0.0001
r_EyeAdaptationBase = 0.4
r_EyeAdaptationFactor = 0.8
r_Flares = 1
r_FogColorGradientEnforced = 2
r_Fullscreen = 1
r_Fur = 1
r_GeomInstancing = 1
r_GeomInstancingThreshold = 0
r_Glow = 1
r_GlowAnamorphicFlares = 1
r_HDRBrightLevel = 0.2
r_HDRBrightOffset = 4.0
r_HDRBrightThreshold = 1.5
r_HDREyeAdaptionCache = 0
r_HDRFlaresCache = 0
r_HDRForceUpdateTextures = 1
r_HDRGrainAmount = 0
r_HDRLevel = 2
r_HDROffset = 8
r_HDRRangeAdapt = 2
r_HDRRangeAdaptationSpeed = 0.8
r_HDRRendering = 1
r_HDRTexFormat = 1
r_HDRVignetting = 1
r_HUDHitEffect = 4
r_ImposterRatio = 2
r_ImpostersDraw = 1
r_ImpostersUpdatePerFrame = 12000
r_MotionBlur = 2
r_MotionBlurAdaptiveSampling = 1
r_MotionBlurHDR = 1
r_MotionBlurMaxViewDist = 32
r_MotionBlurShutterSpeed = 0.005
r_MultiThreaded = 1
r_NightVision = 2
r_NoDrawNear = 0
r_pointslightshafts = 1
r_PostProcessEffects = 1
r_PostProcessFilters = 1
r_PostProcessHUD3D = 1
r_PostProcessHUD3DGlowAmount = 0.8
r_Rain = 2
r_RainDropsEffect = 2
r_RainIgnoreNearest = 0
r_RainMaxViewDist = 200
r_RainMaxViewDist_Deferred = 220
r_Reflections = 1
r_ReflectionsQuality = 3
r_refraction = 1
; r_RenderTargetPoolSize = 200
r_Scratches = 3
r_ShadersDX11 = 1
r_ShadersDX9 = 0
r_ShadowBlur = 3
r_ShadowBluriness = 0.2
r_ShadowGen = 1
r_ShadowGenGS = 1
r_ShadowGenMode = 1
r_ShadowJittering = 1
r_ShadowsDeferredMode = 1
r_ShadowsMaskDownScale = 0
r_ShadowsMaskResolution = 0
;r_SonarVision = 1
r_SSAO = 3
r_SSAOQuality = 3
r_sunshafts = 1
r_TerrainAO = 7
r_TexBumpResolution = 0
r_TexMaxSize = 4096
r_TexMinSize = 2048
r_TexNoAniso = 0
r_TexResolution = 0
r_TexSkyResolution = 0
r_TextureLodDistanceRatio = -1
r_TexturesFilteringQuality = 0
r_TexturesStreaming = 0
r_TexturesStreamPoolSize = 256
r_ThermalVision = 1
r_ThermalVisionViewDistanc = 220
r_UseAlphaBlend = 1
r_UseEdgeAA = 3
r_UseGSParticles = 1
r_UseHWSkinning = 1
r_UseMaterialLayers = 1
r_UseMergedPosts = 3
r_UseParticlesGlow = 1
r_UseParticlesHalfRes = 0
r_UseParticlesRefraction = 1
r_UsePOM = 1
r_UseSoftParticles = 1
r_VarianceShadowMapBlurAmount = 0.8
r_WaterCaustics = 1
r_WaterCausticsDeferred = 2
r_WaterCausticsDistance = 150
r_WaterGodRays = 1
r_WaterReflections = 1
; r_WaterReflectionsMGPU
r_WaterReflectionsMinVisiblePixelsUpdate = 0.001
r_WaterReflectionsQuality = 3
r_WaterUpdateFactor = 0
r_WaterUpdateThread = 5
r_PostMSAA = 0
r_VegetationSpritesTexRes = 256


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Crysis 2 - Client settings ;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
cl_FoV = 75


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Crysis 2 - Engine settings ;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
e_ViewDistMin = 20
e_ViewDistRatio = 150
e_ViewDistRatioLights = 75
e_TerrainLodRatio = 0
e_SkyUpdateRate = 0.25
e_ShadowsMaxTexRes = 2048

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Crysis 2 - Game settings ;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
g_language = English
g_SkipIntro = 1
g_breakage_particles_limit = 300

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Crysis 2 - Console settings ;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
con_Restricted = 0


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Crysis 2 - Log settings ;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
log_IncludeTime = 1
log_verbosity = 0
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post #242 of 287
Why is everyone so impatient. USUALLY, the longer it takes for them to complete a project will make it less buggy... unlike the CoD series. If the DX11 patch does anything to gameplay, it is going to make it worse from people who think their computer runs it well at 15 fps and their graphics card is a first gen DX11 support release.
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post #243 of 287
^ those are just mods to the DX9 runtime. it is not directX 11.
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post #244 of 287
Quote:
Originally Posted by linkin93 View Post
Except when you strip away all the fancy effects from DX9 and DX11, DX11 performs better in essence. After you pile on the tessellation, HBAO, SSAO, AA and AF you're mostly right.

We do have the GTX 590 and Radeon 6990 in our hands now.

Yes many games are linear in story design, that can't really be helped. I'm talking more about level design. In Crysis you could swim out to open sea if you really want, of course you'd get mauled by sharks or exploded by rockets, but by the time you're there, you're massively off course from the mission anyway.

Crysis is not linear in the sense of how you approach and take on your objectives, of course the objective remains the same throughout the game, but your tactics could vary greatly. Sneak in, shoot in, drive and kamikazee in, blow it all up with a rocket launcher, etc.

Crysis 2 has limited options with this, you can either Flank, Stealth or LedgeGrab

Kidding really, the point is that they try to maintain the open-endedness but it just doesn't work with linear levels.

More to the point is that a 10 year old API should be dead and buried along with the operating system it was most common on

But, it also still confuses me why drive letters A and B are still reserved for floppy drives, and why we still use BIOS rather than EFI.
From a game design standpoint, there are a lot of things that are difficult to do without linear sections in a game. For example, if you can approach any objective from any direction, then handing an opening cinematic on that objective as you approach might not always look right. Or placing the A.I. so that they have a place to spawn or hide and flank you from the side as you approach the objective might not be possible based on the layout and which direction you approached from. The linearity is better from a story or movie-like perspective. In addition to all that, every area that can be explored has to be designed, has to have art, mesh, and physics which take up memory and hard-drive space (or space on DVD/Blu-ray). All of those things have an impact on time and money, and can affect what else they have time to put into the game before they release it. Trust me, my first couple of years in the gaming industry were enlightening, you realize very quickly that game developers want all of the same things that gamers want, but that they're under time and money constraints. They're literally told "This game ships on this exact date, the marketing has already started, and the gold-master disc must be stamped by this date". So at that point you're faced with saying "What can we get into the game, fully polished, play tested by testers, bug tested by QA, and iterated upon until it's fun, by THIS date?". So unless you're Blizzard or Valve, who are willing to take a couple of extra years on titles, then you don't have the luxury of fooling around with the game until it is perfect.

In principle I agree with you, I do prefer games to have open areas to explore. Making that happen in a way that allows for a story-line, doesn't take 50% more time for designers, 50% more time for QA, 50% more money for the developer, and still fits on the DVD you want to ship is the hard part.
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post #245 of 287
is the fermis cards supposed to be better at tesselation, at least A GTX 470?
     
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post #246 of 287
Quote:
Originally Posted by james8 View Post
^ those are just mods to the DX9 runtime. it is not directX 11.
have you used it? if it is dx9, it sure does look damn good other than the weapon blur effect, i wish i could find the remedy for that
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post #247 of 287
Quote:
Originally Posted by ChronoBodi View Post
is the fermis cards supposed to be better at tesselation, at least A GTX 470?
Yea, the fermi cards do a bit better than ATi when it comes to tesselation.
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post #248 of 287
Quote:
Originally Posted by lordikon View Post
From a game design standpoint, there are a lot of things that are difficult to do without linear sections in a game. For example, if you can approach any objective from any direction, then handing an opening cinematic on that objective as you approach might not always look right. Or placing the A.I. so that they have a place to spawn or hide and flank you from the side as you approach the objective might not be possible based on the layout and which direction you approached from. The linearity is better from a story or movie-like perspective. In addition to all that, every area that can be explored has to be designed, has to have art, mesh, and physics which take up memory and hard-drive space (or space on DVD/Blu-ray). All of those things have an impact on time and money, and can affect what else they have time to put into the game before they release it. Trust me, my first couple of years in the gaming industry were enlightening, you realize very quickly that game developers want all of the same things that gamers want, but that they're under time and money constraints. They're literally told "This game ships on this exact date, the marketing has already started, and the gold-master disc must be stamped by this date". So at that point you're faced with saying "What can we get into the game, fully polished, play tested by testers, bug tested by QA, and iterated upon until it's fun, by THIS date?". So unless you're Blizzard or Valve, who are willing to take a couple of extra years on titles, then you don't have the luxury of fooling around with the game until it is perfect.

In principle I agree with you, I do prefer games to have open areas to explore. Making that happen in a way that allows for a story-line, doesn't take 50% more time for designers, 50% more time for QA, 50% more money for the developer, and still fits on the DVD you want to ship is the hard part.
This is why Crysis 2 disapoints me. I understand the business aspect owning one and working for others, but I would have rather they held it up a little longer and let us have the "open" world we had previously. I don't find Crysis 2 fun for a Crysis game. Yes I play other shooters which are on rails, I just didn't think Crytek would take this franchise down that path. More than anything I think this is why some of us are upset with Crysis 2. It lost it's feeling and heritage, now it is just like every other game out there.

The MP, meh. I enjoyed the previous ones but for me this game has always been about the SP, so the MP was a nice little bonus. Now I lost what mattered to me and that is frustrating and saddening to see.
    
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post #249 of 287
Quote:
Originally Posted by Captain Bucket View Post
This patch won't be DX11. They're just rushing to fix all teh borked ****.
That better be at the top of their agenda. This is far more important then a DX11 patch.
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post #250 of 287
Quote:
Originally Posted by AuraNova View Post
Out of curiosity, I wonder how many haven't bought the game because of lack of DX11.
I didn't by it because of dx11.
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Overclock.net › Forums › Industry News › Video Game News › [BD] Crytek: No DirectX 11 patch today; 1.2 PC patch coming later this week