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- ; User Optional commands- Game needs to be in devmode for mods/cheats to work
- ;How to Enable Developer Mode & Enable Restricted Console Commands:
- ;1st, in your Crysis Remastered installation folder open the Bin64 folder & locate the CrysisRemastered.exe.
- ;The folder location for the CrysisRemastered.exe is: Crysis\Bin64.
- ;2nd, right-click on the CrysisRemastered.exe & press Send to Desktop ( to create a new shortcut ).
- ;3rd, right-click on the newly created CrysisRemastered.exe Shortcut then press Properties.
- ;4th, where it says Target add these commands to the Target line: -devmode -epicapp=Coot -epicenv=Prod then press Apply.
- ;It should look something like this: \Games\Crysis Remastered\Bin64\CrysisRemastered.exe" -devmode -epicapp=Coot -epicenv=Prod
- ;Crysis Remastered you can only carry a couple of weapons at a time. So pick and choose what you would like to use in the game. j On Keyboard Drop currently equiped item
- ;The commands also can be manual input ingame by pressing ` key.
- F1:Toggle 1st/3rd Person View.
- F2:Jump to the next Checkpoint.
- F3:Toggle Fly mode/Ghost mode.
- F10:Jump to Previous Checkpoint.
- con_restricted=0
- j
- bind np_0 cl_hud 0
- bind np_1 cl_hud 1
- bind np_2 r_DrawNearFoV 2
- bind np_3 r_DrawNearFoV 60
- bind np_4 g_godMode 0
- bind np_5 g_godMode 1
- bind np_6 i_unlimitedammo 1
- bind np_8 ai_ignoreplayer 1
- bind 0 i_giveitem FY71
- bind 9 i_giveitem FY71IncendiaryAmmo
- bind 8 i_giveitem DSG1
- bind 7 i_giveitem SniperScope
- bind f7 i_giveitem Hurricane
- bind f8 i_giveitem LAW
- ----------------------------------------------------------------------------------------------------------------------------------------------------------
- con_restricted=0
- j -Drops Equiped Weapon In Game To Make Room For More Power
- bind np_0 cl_hud 0 -Heads Up Display Off
- bind np_1 cl_hud 1 -Heads Up Display On
- bind np_2 r_DrawNearFoV 2 -Remove Weapon From Field Of View
- bind np_3 r_DrawNearFoV 60 -Restore Weapon to Field Of View Default
- bind np_4 g_godMode 0 -Immoratal God Of Crysis
- bind np_5 g_godMode 1 -Return To Ordinary Mortal
- bind np_6 i_unlimitedammo 1 -Fun Ammo Never Runs Out Of Juice
- bind np_8 ai_ignoreplayer 1 -Enemies Ignore You
- bind 0 i_giveitem FY71 -Rifle FY71
- bind 9 i_giveitem FY71IncendiaryAmmo -Rifle FY71 Fire Ammo
- bind 8 i_giveitem DSG1 -Sniper Rifle For those Lonely Kills From Afar
- bind 7 i_giveitem SniperScope -Scope For Sniper Rifle
- bind f7 i_giveitem Hurricane -500 Bullet Monster mini Hip Gun
- bind f8 i_giveitem LAW -Badass Rocket Launcher
- ----------------------------------------------------------------------------------------------------------------------------------------------------------
- ;Item with ; in front of them will be disabled in game.Change them as you like.Can Be Added Manual In Game Without The ;
- ;bind np_0 i_giveitem C4 -Explosive Charge Blow Crap Up
- ;bind np_1 i_giveitem SCAR -Standard US Assault Rifle Boring Need Mod For Fire AMMO
- ;bind np_2 i_giveitem SMG -Submachine Gun Spray Them Bullets
- ;bind np_3 i_giveitem Shotgun -Shotgun Close Range Damage
- ;bind np_4 i_giveitem GaussRifle -Gauss Rifle Monster Damage At Any Range
- ;bind np_5 GrenadeLauncher -Grenade Launcher Attachment For Rifles
- ;bind np_6 i_giveitem AssaultScope -Assault scope
- ;bind np_8 i_giveitem LAMRifle -Laser Pointer Module Put That Dot On The Head For Kill Shots
- ;bind 0 i_giveitem FragGrenade -Grenade Nice Damage Close Range
- ;bind 9 i_giveitem SmokeGrenade -Smoke grenade Hide You Pussy
- ;bind 8 i_giveitem FlashbangGrenade -Flashbang Hide Some More With Disorientation Of Enemy
- ;bind 7 i_giveitem SOCOM -Be Badass And Hit Button Twice For Dualing Pistols
- ;bind f7 t_scale 0.2/10 -Slow Down In Game Speed Slow Motion Fun
- ;bind f8 t_scale 1/10 -Default In Game Speed Change Number For Any Crazy Speed Run
- ----------------------------------------------------------------------------------------------------------------------------------------------------------
- ;Item with ; in front of them will be disabled in game.Change them as you like.Can Be Added Manual In Game Without The ;
- ;bind np_0 hud_godfadetime 0 -Disables (You Died x Times On Screen Display When In GodMode)
- ;bind np_1 v_goliathmode 1 -Infinite Health for All Vehicles Smash And Dash
- ;bind np_2 g_playerHealthValue 900 -Extra Health For BIG BaD Player Default 200
- ;bind np_3 g_suitarmorhealthvalue 500 -Bulk Up That Crazy Armor for Eating Bullets Default 125
- ;bind np_4 cl_strengthscale 3 -Punch Strong Like Bull Default 1
- ;bind np_5 g_suitCloakEnergyDrainAdjuster 0.01 -Cloak All Day Long When Running Default 0.73
- ;bind np_6 g_playerSuitArmorModeHealthRegenTimeMoving 1 -More Health Regain whening Running Away From Baddies Default 4
- ;bind np_8 g_playerSuitEnergyRechargeDelay 0 -When You Stop Moving You get Grooving With Instant Engery Recovery Default 2.5 Seconds
- ;bind 0 g_playerSuitHealthRegenDelay 0 -Instant Heath Regain No Delay Default 5 Seconds
- ;bind 9 g_walkmultiplier 2 -Walk Faster You Slow Ass Punk Default 1
- ;bind 8 pl_swimBaseSpeed 10 -Swim Faster When The Shark Chasing You Default 4
- ----------------------------------------------------------------------------------------------------------------------------------------------------------
- Sick Of Playing A Level This Will WARP YOU TO ANy LEVEL In Game
- map + NAME
- map island -Contact
- map village -Recovery
- map rescue -Relic
- map harbor -Assault
- map tank -Onslaught
- map mine -Awakening
- map core -Core
- map ice -Paradise Lost
- map sphere -Exodus
- map ascension -Ascension
- map fleet -Reckoning
- ----------------------------------------------------------------------------------------------------------------------------------------------------------
- Sets Ingame Game Quality (Low 1/Medium 2/High 3/Very High 4/XBox-PS4 5/Can It Run Crysis 6/)
- ;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_Vegetation=3
- ;sys_spec_Water=3
- ;sys_spec_GameEffects=3
- ;sys_spec_RayTracing=3
- ----------------------------------------------------------------------------------------------------------------------------------------------------------
- sys_spec_ObjectDetail
- [default]
- ; default of this CVarGroup
- = 3
- e_ProcVegetation = 1
- Show procedurally distributed vegetation
- e_DecalsAllowGameDecals = 1
- Allows creation of decals by game (like weapon bullets marks)
- e_DecalsOverlapping = 1
- If zero - new decals will not be spawned if the distance to nearest decals less than X
- e_DecalsForceDeferred = 0
- 1 - force to convert all decals to use deferred ones
- e_LodMin = 0
- Min LOD for objects
- e_ViewDistMin = 10
- Min distance on what far objects will be culled out
- r_DrawNearZRange = 0.12
- Default is 0.12
- e_TerrainDetailMaterialsViewDistXY = 2048
- Max view distance of terrain XY materials(Low 2048/Medium 2048/High 2048/Very High 2048/XBox-PS4 512/Can It Run Crysis 2048)
- e_TerrainDetailMaterialsViewDistZ = 512
- Max view distance of terrain Z materials(Low 512/Medium 512/High 512/Very High 512/XBox-PS4 128/Can It Run Crysis 512)
- e_OcclusionCullingViewDistRatio = 1
- Skip per object occlusion test for very far objects - culling on tree level will handle it
- e_Dissolve = 1
- Objects alphatest_noise_fading out on distance and between lods
- e_StreamCgf = 0
- Enable streaming of static render meshes
- e_LodCompMaxSize = 6
- Affects LOD selection for big objects, small number will switch more objects into lower LOD(Low 6/Medium 6/High 6/Very High 6/XBox-PS4 20/Can It Run Crysis 6)
- r_GeomInstancingThreshold = 2
- If the instance count gets bigger than the specified value the instancing feature is used.
- Usage: r_GeomInstancingThreshold [Num]
- Default is 2 (automatic depending on hardware, used value can be found in the log)
- e_ObjQuality = 3
- Object detail quality (Low 1/Medium 2/High 3/Very High 4/XBox-PS4 2/Can It Run Crysis 4)
- e_LodRatio = 20
- LOD distance ratio for objects(Low 10/Medium 15/High 20/Very High 40/XBox-PS4 12/Can It Run Crysis 100)
- e_ViewDistRatioDetail = 100
- View distance ratio for detail objects(Low 25/Medium 35/High 100/Very High 125/XBox-PS4 20/Can It Run Crysis 200)
- sys_flash_curve_tess_error = 2
- Controls curve tessellation. Larger values result in coarser, more angular curves.(Low 4/Medium 2/High 2/Very High 2/XBox-PS4 2/Can It Run Crysis 2)
- e_DecalsLifeTimeScale = 2
- Allows to increase or reduce decals life time for different specs(Low 1/Medium 2/High 2/Very High 2/XBox-PS4 2/Can It Run Crysis 2)
- e_ViewDistRatio = 100
- View distance ratio for objects(Low 40/Medium 45/High 100/Very High 125/XBox-PS4 45/Can It Run Crysis 500)
- e_ViewDistRatioCustom = 100
- View distance ratio for special marked objects (Players,AI,Vehicles)(Low 60/Medium 100/High 100/Very High 125/XBox-PS4 100/Can It Run Crysis 200)
- e_ViewDistRatioLights = 50
- View distance ratio for light sources(Low 25/Medium 50/High 50/Very High 75/XBox-PS4 50/Can It Run Crysis 150)
- e_MaxViewDistSpecLerp = 1
- 1 - use max view distance set by designer for very high spec
- 0 - for very low spec
- Values between 0 and 1 - will lerp between high and low spec max view distances
- (Low 0.5/Medium 1/High 1/Very High 1/XBox-PS4 1/Can It Run Crysis 1)
- es_DebrisLifetimeScale = 1
- Usage: es_DebrisLifetimeScale 1.0(Low 0.6/Medium 0.8/High 1/Very High 1/XBox-PS4 0.8/Can It Run Crysis 1)
- ca_FacialAnimationRadius = 30
- Maximum distance at which facial animations are updated - handles zooming correctly(Low 30/Medium 30/High 30/Very High 30/XBox-PS4 5/Can It Run Crysis 30)
- ca_AttachmentCullingRation = 360
- ration between size of attachment and distance to camera(Low 145/Medium 300/High 360/Very High 400/XBox-PS4 200/Can It Run Crysis 600)
- e_TerrainOcclusionCullingMaxDist = 200
- Max length of ray (for version 1)(Low 130/Medium 200/High 200/Very High 200/XBox-PS4 200/Can It Run Crysis 200)
- e_WaterVolumesMinPixelsSize=0
- e_RecursionViewDistRatio = 0.2
- Set all view distances shorter by factor of X(Low 0.1/Medium 0.2/High 0.2/Very High 0.3/XBox-PS4 0.1/Can It Run Crysis 0.4)
- e_TerrainDetailMaterialsViewDistZPassMult=1
- e_TerrainLodRatio = 1
- Set heightmap LOD(Low 1.5/Medium 1/High 1/Very High 1/XBox-PS4 1.5/Can It Run Crysis 1)
- e_TerrainTextureLodRatio = 1
- Adjust terrain base texture resolution on distance(Low 1.5/Medium 1/High 1/Very High 1/XBox-PS4 1.5/Can It Run Crysis 1)
- ca_AttachmentMinPixSize=0
- (Low 5/Medium 0/High 0/Very High 0/XBox-PS4 5/Can It Run Crysis 0)
- e_MinPixSize=1
- (Low 1/Medium 1/High 1/Very High 1/XBox-PS4 10/Can It Run Crysis 0)
- ti_VoxSkinnedObjects=1
- (Low 0/Medium 0/High 1/Very High 1/XBox-PS4 1/Can It Run Crysis 1)
- e_TerrainLodClampDist=200
- (Low 200/Medium 200/High 200/Very High 200/XBox-PS4 200/Can It Run Crysis 1500)
- e_MinPixSizeLinear=0
- (Low 0/Medium 0/High 0/Very High 0/XBox-PS4 5/Can It Run Crysis 0)
- r_MinPixSizeChunk=0
- (Low 0/Medium 0/High 0/Very High 0/XBox-PS4 10/Can It Run Crysis 0)
- e_StatObjTestOBB=0
- (Low 0/Medium 0/High 0/Very High 0/XBox-PS4 1/Can It Run Crysis 0)
- e_CullerMT=0
- (Low 0/Medium 0/High 0/Very High 0/XBox-PS4 1/Can It Run Crysis 0)
- e_CullerThread=1
- (Low 0/Medium 0/High 0/Very High 0/XBox-PS4 4/Can It Run Crysis 0)
- e_CullerMTCoverageBuffer=0
- (Low 0/Medium 0/High 0/Very High 0/XBox-PS4 0/Can It Run Crysis 0)
- e_CoverageBuffer = 1
- Activates usage of software coverage buffer.
- (Low 0/Medium 0/High 0/Very High 0/XBox-PS4 0/Can It Run Crysis 0)
- e_OcclusionLazyHideFrames=0
- (Low 0/Medium 0/High 0/Very High 0/XBox-PS4 8/Can It Run Crysis 0)
- ----------------------------------------------------------------------------------------------------------------------------------------------------------
- sys_spec_Shading
- [default]
- ; default of this CVarGroup
- = 3
- r_DetailTextures = 1 [DUMPTODISK]
- Toggles detail texture overlays.
- Usage: r_DetailTextures [0/1]
- Default is 1 (detail textures on)
- r_Refraction = 1
- Enables refraction.
- Usage: r_Refraction [0/1]
- Default is 1 (on). Set to 0 to disable
- sys_flash_edgeaa = 1
- Enables/disables edge anti-aliased rendering of flash files
- e_VegetationUseTerrainColor = 1
- Allow blend with terrain color for vegetations
- e_TerrainAo = 0
- Activate deferred terrain ambient occlusion
- e_GINumCascades = 1
- Sets number of cascades for global illumination. Default: 1
- r_HDRBlueShift=1.0
- r_HDRLevel=6
- r_HDROffset=10
- ti_VoxMaxInstances=300
- (Low 300/Medium 300/High 300/Very High 300/XBox-PS4 150/Can It Run Crysis 300)
- ti_RT_SS_Fix=0
- (Low 0/Medium 0/High 0/Very High 0/XBox-PS4 1/Can It Run Crysis 0)
- ti_VoxTexCopyBugWorkaround=1
- (Low 1/Medium 1/High 1/Very High 1/XBox-PS4 3/Can It Run Crysis 1)
- sys_spec_Quality=3
- (Low 1/Medium 2/High 3/Very High 4/XBox-PS4 2/Can It Run Crysis 4)
- e_SkyUpdateRate = 1
- Percentage of a full dynamic sky update calculated per frame (0..1](Low 0.5/Medium 1/High 1/Very High 1/XBox-PS4 1/Can It Run Crysis 1)
- r_DetailDistance = 8 [DUMPTODISK]
- Distance used for per-pixel detail layers blending.
- Default is 8(Low 4/Medium 8/High 8/Very High 8/XBox-PS4 8/Can It Run Crysis 8)
- e_TerrainNormalMap = 1
- Use terrain normal map for base pass if available(Low 0/Medium 1/High 1/Very High 1/XBox-PS4 1/Can It Run Crysis 1)
- r_DetailNumLayers=2
- (Low 1/Medium 1/High 2/Very High 2/XBox-PS4 2/Can It Run Crysis 2)
- e_DynamicLightsMaxEntityLights = 16
- Set maximum number of lights affecting object(Low 7/Medium 11/High 16/Very High 16/XBox-PS4 16/Can It Run Crysis 32)
- r_UsePom=1
- Enables use of parallax occlusion mapping. Does Not Work Aug 24 2021
- 0/1 On/Off
- r_EnvTexUpdateInterval = 0.05
- Sets the interval between environmental 2d texture updates.
- (Low 0.075/Medium 0.05/High 0.05/Very High 0.05/XBox-PS4 0.075/Can It Run Crysis 0.05)
- r_TexturesFilteringQuality=0
- (Low 1/Medium 0/High 0/Very High 0/XBox-PS4 0/Can It Run Crysis 0)
- e_GI = 1
- Enable/disable global illumination. Default: 1 - enabled
- (Low 0/Medium 1/High 1/Very High 1/XBox-PS4 1/Can It Run Crysis 1)
- e_GIMaxDistance = 100
- Maximum distance of global illumination in meters.
- (Low 50/Medium 100/High 100/Very High 100/XBox-PS4 100/Can It Run Crysis 150)
- ti_DiffuseLowResMode = 2
- (Low 4/Medium 2/High 2/Very High 1/XBox-PS4 5/Can It Run Crysis 1)
- r_RefractionPartialResolveMinBlocks=0
- (Low 2/Medium 1/High 0/Very High 0/XBox-PS4 1/Can It Run Crysis 0)
- r_ssdo=1
- r_ssdo = 1
- Screen Space Directional Occlusion
- (Low 0/Medium 1/High 1/Very High 1/XBox-PS4 1/Can It Run Crysis 1)
- r_ssdoHalfRes=2
- r_ssdoHalfRes = 2
- Apply SSDO bandwidth optimizations
- 0 - Full resolution (not recommended)
- 1 - Use lower resolution depth
- 2 - Low res depth except for small camera FOVs to avoid artifacts
- 3 - Half resolution output
- (Low 3/Medium 3/High 2/Very High 2/XBox-PS4 3/Can It Run Crysis 2)
- ti_GsmCascadeLod=2
- (Low 2/Medium 2/High 2/Very High 2/XBox-PS4 1/Can It Run Crysis 2)
- ti_RsmUseColors=1
- (Low 1/Medium 1/High 1/Very High 1/XBox-PS4 0/Can It Run Crysis 1)
- ----------------------------------------------------------------------------------------------------------------------------------------------------------
- sys_spec_VolumetricEffects
- [default]
- ; default of this CVarGroup
- = 3
- e_Clouds = 1
- Enable clouds rendering
- r_Beams=3
- Volumetric light beams
- r_BeamsDistFactor=0.05
- (Low 0.5/Medium 0.1/High 0.05/Very High 0.01/XBox-PS4 0.1/Can It Run Crysis 0.01)
- r_BeamsMaxSlices=200
- (Low 32/Medium 64/High 200/Very High 200/XBox-PS4 32/Can It Run Crysis 200)
- r_BeamsDownSample=0
- (Low 1/Medium 0/High 0/Very High 0/XBox-PS4 0/Can It Run Crysis 0)
- r_BeamsGlow=1
- (Low 3/Medium 3/High 1/Very High 1/XBox-PS4 3/Can It Run Crysis 1)
- r_BeamsNoise=1
- (Low 0/Medium 0/High 1/Very High 1/XBox-PS4 1/Can It Run Crysis 1)
- r_VolumetricScattering=1
- (Low 0/Medium 0/High 1/Very High 1/XBox-PS4 1/Can It Run Crysis 1)
- ----------------------------------------------------------------------------------------------------------------------------------------------------------
- sys_spec_Shadows
- [default]
- ; default of this CVarGroup
- = 3
- e_Shadows = 1
- Activates drawing of shadows
- e_ShadowsConstBias = 0.5
- Shadows slope bias for shadowgen
- e_GsmExtendLastLod=0
- (Low 0/Medium 0/High 0/Very High 1/XBox-PS4 1/Can It Run Crysis 1)
- e_ShadowsLodBiasFixed = 0
- Simplifies mesh for shadow map generation by X LOD levels
- r_ShadowsAdaptionSize = 0.35
- Select shadow map blurriness if r_ShadowsBias is activated.
- Usage: r_ShadowsAdaptoinSize [0 for none - 10 for rapidly changing]
- (Low 0.35/Medium 0.35/High 0.35/Very High 0.35/XBox-PS4 0.35/Can It Run Crysis 0.75)
- r_ShadowsAdaptionMin = 0.5
- starting kernel size, to avoid blocky shadows.
- Usage: r_ShadowsAdaptionMin [0.0 for blocky - 1.0 for blury], 0.35 is default
- e_ShadowsCascadesConstBias=0.5,0.7,3.0,3.0
- (Low 0.5,0.7,3.0,3.0/Medium 0.5,0.7,3.0,3.0/High 0.5,0.7,3.0,3.0/Very High 0.5,0.7,3.0,3.0/XBox-PS4 0.7,1.0,1.9,3.0/Can It Run Crysis 0.5,0.7,3.0,3.0)
- e_ShadowsCascadesSlopeBias=4.0,2.0,0.5,0.24
- (Low 4.0,2.0,0.5,0.24/Medium 4.0,2.0,0.5,0.24/High 4.0,2.0,0.5,0.24/Very High 4.0,2.0,0.5,0.24/XBox-PS4 4.0,4.0,0.5,0.24/Can It Run Crysis 4.0,2.0,0.5,0.24)
- e_ShadowsPoolSize=2048
- Set size of shadow pool
- (Low 2048/Medium 2048/High 2048/Very High 2048/XBox-PS4 1024/Can It Run Crysis 2048)
- e_ShadowsMaxTexRes=2048
- Set maximum resolution of shadow map
- 256(faster), 512(medium), 1024(better quality)
- (Low 1024/Medium 1024/High 2048/Very High 2048/XBox-PS4 2048/Can It Run Crysis 2048)
- r_ShadowJittering=5
- Shadow map jittering radius.
- In PC the only use of this cvar is to instantly see the effects of diferent jittering values,
- because any value set here will be overwritten by ToD animation (only in PC) as soon as ToD changes.
- (Low 2/Medium 2/High 5/Very High 5/XBox-PS4 2/Can It Run Crysis 3)
- r_ShadowBlur=3
- Select shadow map blurriness if r_ShadowBlur is activated.
- (Low 0/Medium 3/High 3/Very High 3/XBox-PS4 3/Can It Run Crysis 3)
- e_GsmLodsNum=4
- Number of GSM lods
- (Low 3/Medium 3/High 4/Very High 5/XBox-PS4 3/Can It Run Crysis 5)
- e_GsmRange=3
- Size of LOD 0 GSM area
- (Low 4/Medium 4/High 3/Very High 3/XBox-PS4 6/Can It Run Crysis 5)
- e_ShadowsCastViewDistRatio=1
- View dist ratio for shadow maps casting from objects
- (Low 0.8/Medium 1/High 1/Very High 1/XBox-PS4 0.8/Can It Run Crysis 1)
- e_ShadowsResScale=3.4
- Shadows slope bias for shadowgen
- (Low 2.4/Medium 3.8/High 3.8/Very High 3.8/XBox-PS4 3.8/Can It Run Crysis 3.8)
- e_ShadowsOnAlphaBlend=1
- Enable shadows on alphablended
- (Low 0/Medium 1/High 1/Very High 1/XBox-PS4 1/Can It Run Crysis 1)
- e_GsmCache = 0
- (Low 1/Medium 0/High 0/Very High 0/XBox-PS4 0/Can It Run Crysis 0)
- r_ShadowmapCutoffpixels=5
- (Low 22/Medium 15/High 5/Very High 0/XBox-PS4 0/Can It Run Crysis 0)
- r_ShadowsScreenSpace=1
- Include screen space tracing into shadow computations
- Helps reducing artifacts caused by limited shadow map resolution and biasing
- Applied only in the near range and supposed to be used mostly in the cutscenes for better shadows on character facesModes
- (Low 0/Medium 1/High 1/Very High 1/XBox-PS4 0/Can It Run Crysis 1)
- e_GsmSoftTransition=2
- (Low 2/Medium 2/High 2/Very High 4/XBox-PS4 1/Can It Run Crysis 2)
- ti_ShadowsActive=0
- e_GsmSoftTransitionOffsetExludedBox=0
- (Low 0/Medium 0/High 0/Very High 1/XBox-PS4 10/Can It Run Crysis 1)
- e_gsmRangeStep=3
- Range of next GSM lod is previous range multiplied by step
- (Low 5/Medium 5/High 3/Very High 3/XBox-PS4 8/Can It Run Crysis 3)
- e_ShadowsClouds=0
- Cloud shadows
- e_ShadowsMaxCastViewDist=-1
- (Low -1/Medium -1/High -1/Very High -1/XBox-PS4 200/Can It Run Crysis -1)
- e_DissolveShadows=1
- r_ShadowsAdaptionRangeClamp=0.025
- maximum range between caster and reciever to take into account
- r_ShadowmapCutoffBboxExpandRadius=0.2
- (Low 0.4/Medium 0.4/High 0.2/Very High 0.2/XBox-PS4 0.2/Can It Run Crysis 0)
- e_ShadowsOnWater=0
- Enable/disable shadows on water
- (Low 0/Medium 0/High 0/Very High 1/XBox-PS4 0/Can It Run Crysis 1)
- ----------------------------------------------------------------------------------------------------------------------------------------------------------
- sys_spec_Texture
- [default]
- ; default of this CVarGroup
- = 3
- r_TexResolution=1
- (Low 3/Medium 2/High 1/Very High 0/XBox-PS4 1/Can It Run Crysis 0)
- r_TexBumpResolution=1
- (Low 3/Medium 2/High 1/Very High 1/XBox-PS4 1/Can It Run Crysis 0)
- r_TexturesStreamingMipBias=0
- Controls how texture LOD depends from distance to the objects.
- Increasing this value will reduce amount of memory required for textures
- (Low 2/Medium 1/High 0/Very High -1/XBox-PS4 0/Can It Run Crysis -1)
- r_TexSkyResolution=0
- (Low 1/Medium 0/High 0/Very High 0/XBox-PS4 1/Can It Run Crysis 0)
- r_ImposterRatio=1
- Allows to scale the texture resolution of imposters (clouds)
- Bigger values can help to save texture space
- (e.g. value 2 results in 1/4 texture memory usage)
- (Low 2/Medium 1.5/High 1/Very High 1/XBox-PS4 1.5/Can It Run Crysis 1)
- r_EnvCMResolution=2
- Sets resolution for target environment cubemap, in pixels.
- 0: 64
- 1: 128
- 2: 256
- Default is 2 (256 by 256 pixels)
- (Low 0/Medium 1/High 2/Very High 2/XBox-PS4 0/Can It Run Crysis 2)
- r_EnvTexResolution=3
- Sets resolution for 2d target environment texture, in pixels.
- Usage: r_EnvTexResolution #
- where # represents:
- 0: 64
- 1: 128
- 2: 256
- 3: 512
- Default is 3 (512 by 512 pixels).
- (Low 1/Medium 2/High 3/Very High 3/XBox-PS4 1/Can It Run Crysis 3)
- r_DynTexMaxSize=80
- (Low 50/Medium 60/High 80/Very High 80/XBox-PS4 50/Can It Run Crysis 80)
- r_TexAtlasSize=2048
- (Low 512/Medium 2048/High 2048/Very High 2048/XBox-PS4 512/Can It Run Crysis 2048)
- r_DynTexAtlasCloudsMaxSize=32
- (Low 24/Medium 24/High 32/Very High 32/XBox-PS4 24/Can It Run Crysis 32)
- r_DynTexAtlasSpritesMaxSize=32
- (Low 16/Medium 16/High 32/Very High 32/XBox-PS4 12/Can It Run Crysis 32)
- r_VegetationSpritesTexRes=64
- r_TexMaxAnisotropy=8
- Specifies the maximum level allowed for anisotropic texture filtering
- (Low 2/Medium 4/High 8/Very High 16/XBox-PS4 2/Can It Run Crysis 16)
- r_DynTexSourceSharedRTWidth=512
- Width override for shared RT for dynamic texture sources. Takes effect when bigger than 0
- r_DynTexSourceSharedRTHeight=512
- Height override of shared RT for dynamic texture sources. Takes effect when bigger than 0
- ----------------------------------------------------------------------------------------------------------------------------------------------------------
- sys_spec_Physics
- [default]
- ; default of this CVarGroup
- = 3
- g_joint_breaking=1
- Toggles jointed objects breaking
- p_max_MC_iters=6000
- p_max_MC_iters
- (Low 4000/Medium 6000/High 6000/Very High 6000/XBox-PS4 4000/Can It Run Crysis 6000)
- p_max_object_splashes=3
- Specifies how many splash events one entity is allowed to generate
- p_splash_dist0 = 7
- Range start for splash event distance culling
- p_splash_dist1 = 30
- Range end for splash event distance culling
- p_splash_force0 = 10
- Minimum water hit force to generate splash events at p_splash_dist0
- p_splash_force1 = 100
- Minimum water hit force to generate splash events at p_splash_dist1
- p_splash_vel0 = 4.5
- Minimum water hit velocity to generate splash events at p_splash_dist0
- p_splash_vel1 = 10
- Minimum water hit velocity to generate splash events at p_splash_dist1
- v_vehicle_quality = 4
- Geometry/Physics quality
- p_max_substeps = 5
- Limits the number of substeps allowed in variable time step mode.
- Usage: p_max_substeps 5
- Objects that are not allowed to perform time steps
- beyond some value make several substeps
- (Low 5/Medium 5/High 5/Very High 5/XBox-PS4 2/Can It Run Crysis 5)
- p_max_substeps_large_group = 5
- Limits the number of substeps large groups of objects can make
- p_num_bodies_large_group=100
- Group size to be used with p_max_substeps_large_group, in bodies
- p_gravity_z = -13
- p_joint_damage_accum=2
- Default fraction of damage (tension) accumulated on a breakable joint
- p_joint_damage_accum_threshold=0.2
- Default damage threshold (0..1) for p_joint_damage_accum
- e_CullVegActivation=50
- Vegetation activation distance limit; 0 disables visibility-based culling (= unconditional activation)
- (Low 30/Medium 50/High 50/Very High 60/XBox-PS4 30/Can It Run Crysis 70)
- e_PhysFoliage=2
- Enables physicalized foliage
- 1 - only for dynamic objects
- 2 - for static and dynamic)
- g_tree_cut_reuse_dist = 0
- Maximum distance from a previously made cut that allows reusing
- (Low 0.35/Medium 0/High 0/Very High 0/XBox-PS4 0.35/Can It Run Crysis 0)
- es_MaxPhysDist = 200
- Physical entities farther from the camera than this are forcefully deactivated
- (Low 100/Medium 100/High 200/Very High 300/XBox-PS4 50/Can It Run Crysis 500)
- es_MaxPhysDistInvisible=25
- Invisible physical entities farther from the camera than this are forcefully deactivated
- (Low 15/Medium 20/High 25/Very High 35/XBox-PS4 15/Can It Run Crysis 50)
- e_PhysOceanCell=0.5
- Cell size for ocean approximation in physics, 0 assumes flat plane
- (Low 1/Medium 0.5/High 0.5/Very High 0.5/XBox-PS4 1/Can It Run Crysis 0.5)
- e_FoliageWindActivationDist=25
- If the wind is sufficiently strong, visible foliage in this view dist will be forcefully activated
- (Low 1/Medium 0.5/High 0.5/Very High 0.5/XBox-PS4 1/Can It Run Crysis 0.5)
- g_breakage_particles_limit=160
- Imposes a limit on particles generated during 2d surfaces breaking
- (Low 10/Medium 15/High 25/Very High 25/XBox-PS4 10/Can It Run Crysis 50)
- ----------------------------------------------------------------------------------------------------------------------------------------------------------
- sys_spec_PostProcessing
- [default]
- ; default of this CVarGroup
- = 3
- r_MotionBlur=2
- Enables per object and camera motion blur.
- Usage: r_MotionBlur [0/1/2/3]
- Default is 1 (camera motion blur on).
- 1: camera motion blur
- 2: camera and object motion blur
- (Low 0/Medium 0/High 2/Very High 2/XBox-PS4 1/Can It Run Crysis 2)
- q_ShaderHDR=2
- Defines the shader quality of HDR
- Usage: q_ShaderHDR 0=low/1=med/2=high/3=very high
- (Low 1/Medium 1/High 2/Very High 3/XBox-PS4 1/Can It Run Crysis 3)
- q_ShaderPostProcess=2
- Defines the shader quality of PostProcess
- Usage: q_ShaderPostProcess 0=low/1=med/2=high/3=very high (default)
- (Low 1/Medium 1/High 2/Very High 3/XBox-PS4 1/Can It Run Crysis 3)
- r_ColorGradingChartsCache=0
- Enables color grading charts update caching.
- Usage: r_ColorGradingCharts [0/1/2/etc]
- Default is 4 (update every 4 frames), 0 - always update, 1- update every other frame
- (Low 4/Medium 0/High 0/Very High 0/XBox-PS4 4/Can It Run Crysis 0)
- r_MotionBlurMaxViewDist=100
- Sets motion blur max view distance for objects.
- Usage: r_MotionBlurMaxViewDist [0...1]
- Default is 100 meters
- (Low 16/Medium 32/High 100/Very High 100/XBox-PS4 16/Can It Run Crysis 100)
- r_PostProcessHUD3DCache=0
- Enables 3d hud caching overframes.
- Usage: r_PostProcessHUD3DCache [0/1/2/3]
- Default is 0 (disabled). 1 Cache every 1 frame. 2 Every 2 frames. Etc
- (Low 2/Medium 2/High 0/Very High 0/XBox-PS4 2/Can It Run Crysis 0)
- r_UseEdgeAA=1
- (Low 0/Medium 1/High 1/Very High 1/XBox-PS4 1/Can It Run Crysis 1)
- r_RainMaxViewDist_Deferred=150
- Sets maximum view distance (in meters) for deferred rain reflection layer
- (Low 40/Medium 100/High 150/Very High 150/XBox-PS4 40/Can It Run Crysis 150)
- r_HDREyeAdaptionCache = 2
- r_SSReflections=1
- Glossy screen space reflections [0/1]
- (Low 0/Medium 0/High 1/Very High 1/XBox-PS4 1/Can It Run Crysis 1)
- ----------------------------------------------------------------------------------------------------------------------------------------------------------
- sys_spec_Particles
- [default]
- ; default of this CVarGroup
- = 3
- e_ParticlesPoolSize = 8192
- Particle system pool memory size in KB
- e_ParticlesEmitterPoolSize = 4096
- e_ParticlesQuality = 4
- Particles detail quality
- e_ParticlesMaxScreenFill = 128
- Screen size max of total particles to draw
- (Low 32/Medium 64/High 128/Very High 160/XBox-PS4 32/Can It Run Crysis 1)
- e_ParticlesObjectCollisions = 2
- Enable particle/object collisions for SimpleCollision:
- 1 = against static objects only, 2 = dynamic also
- (Low 1/Medium 1/High 2/Very High 2/XBox-PS4 2/Can It Run Crysis 2)
- e_ParticlesMinDrawPixels = 1
- Pixel size min per particle -- fade out earlier
- (Low 1.5/Medium 1/High 1/Very High 1/XBox-PS4 1.5/Can It Run Crysis 1)
- r_UseParticlesHalfRes = 0
- (Low 1/Medium 1/High 0/Very High 0/XBox-PS4 0/Can It Run Crysis 0)
- e_ParticlesForceAnimBlend = 1
- (Low 0/Medium 0/High 1/Very High 1/XBox-PS4 1/Can It Run Crysis 1)
- ----------------------------------------------------------------------------------------------------------------------------------------------------------
- sys_spec_Sound
- [default]
- ; default of this CVarGroup
- = 3
- s_MPEGDecoders=32
- (Low 24/Medium 32/High 32/Very High 32/XBox-PS4 32/Can It Run Crysis 32)
- s_Obstruction=1
- (Low 2/Medium 1/High 1/Very High 1/XBox-PS4 1/Can It Run Crysis 1)
- s_ObstructionAccuracy=1
- s_ObstructionUpdate=0.1
- (Low 0.5/Medium 0.2/High 0.1/Very High 0.1/XBox-PS4 0.1/Can It Run Crysis 0.1)
- s_SoundMoodsDSP=1
- s_VariationLimiter=1.0
- (Low 0.6/Medium 1/High 1/Very High 1/XBox-PS4 1/Can It Run Crysis 1)
- s_ReverbType=3
- (Low 3/Medium 2/High 2/Very High 2/XBox-PS4 2/Can It Run Crysis 2)
- ----------------------------------------------------------------------------------------------------------------------------------------------------------
- sys_spec_Water
- [default]
- ; default of this CVarGroup
- = 3
- e_WaterTesselationSwathWidth=10
- r_WaterReflectionsMinVisiblePixelsUpdate = 0.05
- Activates water reflections if visible pixels above a certain threshold
- r_WaterUpdateFactor=0.01
- Distance factor for water reflected texture updating.
- Usage: r_WaterUpdateFactor 0.01
- Default is 0.01. 0 means update every frame
- (Low 0.1/Medium 0.5/High 0.01/Very High 0/XBox-PS4 0.1/Can It Run Crysis 0)
- e_WaterTesselationAmount=10
- (Low 6/Medium 7/High 10/Very High 10/XBox-PS4 1/Can It Run Crysis 10)
- r_WaterUpdateDistance=0.2
- (Low 1/Medium 1/High 0.2/Very High 0.2/XBox-PS4 1/Can It Run Crysis 0.2)
- r_WaterReflectionsQuality=4
- Activates water reflections quality setting.
- 0 (terrain only), 2 (terrain + particles), 4 (terrain + particles + brushes), 5 (everything)
- (Low 2/Medium 2/High 4/Very High 5/XBox-PS4 2/Can It Run Crysis 5)
- e_WaterOceanFFT=1
- Activates fft based ocean
- (Low 0/Medium 0/High 1/Very High 1/XBox-PS4 1/Can It Run Crysis 1)
- q_ShaderWater=2
- Defines the shader quality of Water
- (Low 1/Medium 1/High 2/Very High 2/XBox-PS4 1/Can It Run Crysis 2)
- e_WaterTesselationAmountX=10
- (Low 10/Medium 10/High 10/Very High 85/XBox-PS4 10/Can It Run Crysis 100)
- e_WaterTesselationAmountY=10
- (Low 10/Medium 10/High 10/Very High 85/XBox-PS4 10/Can It Run Crysis 100)
- e_TerrainDetailMaterialsViewDistReflectionPassMult=0.3
- (Low 0.15/Medium 0.2/High 0.3/Very High 0.5/XBox-PS4 0.3/Can It Run Crysis 1)
- r_WaterCausticsDistance=100
- Toggles under water caustics max distance.
- Usage: r_WaterCausticsDistance
- Default is 100.0 meters
- (Low 100/Medium 100/High 100/Very High 100/XBox-PS4 45/Can It Run Crysis 100)
- ----------------------------------------------------------------------------------------------------------------------------------------------------------
- sys_spec_GameEffects
- [default]
- ; default of this CVarGroup
- = 3
- i_lighteffects=1
- Enable/Disable lights spawned during item effects.
- mfx_Timeout=0.01
- Timeout (in seconds) to avoid playing effects too often
- g_breakage_mem_limit=1536
- Sets a budget for procedurally breakable objects (in KBs)
- g_battleDust_enable=1
- Enable/Disable battledust
- (Low 0/Medium 0/High 1/Very High 1/XBox-PS4 0/Can It Run Crysis 1)
- g_breakageDontReplayTreeBreakage=0
- (Low 0/Medium 0/High 0/Very High 0/XBox-PS4 1/Can It Run Crysis 0)
- ----------------------------------------------------------------------------------------------------------------------------------------------------------
- sys_spec_RayTracing
- [default]
- ; default of this CVarGroup
- = 3
- ti_SpecularActive=1
- (Low 0/Medium 1/High 1/Very High 1/Can It Run Crysis 1)
- ti_specularLowResMode=1
- (Medium 2/High 1/Very High 1/Can It Run Crysis 0)
- ti_rt_interlacedY=2
- (Medium 2/High 2/Very High 1/Can It Run Crysis 1)
- ti_SpecularMaxResolution=1080
- (Medium 720/High 1080/Very High 1440/Can It Run Crysis 2160)
- ti_DiffuseMaxResolution=720
- (Medium 512/High 720/Very High 1080/Can It Run Crysis 1440)
- ti_RT_AlphaTest=0
- (Medium 0/High 0/Very High 1/Can It Run Crysis 1)
- ti_SpecularMaxRayDistanceScale=1
- (Medium 0.7/High 1/Very High 2/Can It Run Crysis 3)
- ti_VoxDynamicObjectsExtend=8
- (Medium 4/High 8/Very High 16/Can It Run Crysis 32)
- ti_VoxObjMaxViewDist=16
- (Medium 32/High 16/Very High 8/Can It Run Crysis 0)
- ti_VoxLODRatio=1
- (Medium 1/High 1/Very High 1.4/Can It Run Crysis 2)
- ti_RT_LodRatio=1
- (Medium 1/High 1/Very High 0.5/Can It Run Crysis 0.25)
- ----------------------------------------------------------------------------------------------------------------------------------------------------------
- sys_spec_DLSS
- [default]
- ; default of this CVarGroup
- = 3
- r_upscaling=2
- (Low 0/Medium 2/High 2/Very High 2/XBox-PS4 0/Can It Run Crysis 2---When upscaling 2 seletected 0-Performance/1 Balance/ 2 Quality/3 Ultra Performance)
- r_dlssPerfQuality=1
- (Medium 0/High 1/Very High 2/Can It Run Crysis 3 )
- ----------------------------------------------------------------------------------------------------------------------------------------------------------
- sys_spec_Quality
- [default]
- ; default of this CVarGroup
- = 3
- q_Renderer = 2
- Defines the quality of Renderer
- Usage: q_Renderer 0=low/1=med/2=high/3=very high (default)
- (Low 1/Medium 1/High 2/Very High 3/XBox-PS4 3/Can It Run Crysis 3)
- q_ShaderFX = 2
- Defines the shader quality of FX
- Usage: q_ShaderFX 0=low/1=med/2=high/3=very high (default)
- (Low 1/Medium 1/High 2/Very High 3/XBox-PS4 3/Can It Run Crysis 3)
- q_ShaderGeneral = 2
- Defines the shader quality of General
- Usage: q_ShaderGeneral 0=low/1=med/2=high/3=very high (default)
- (Low 1/Medium 1/High 2/Very High 3/XBox-PS4 3/Can It Run Crysis 3)
- q_ShaderGlass = 2
- Defines the shader quality of Glass
- Usage: q_ShaderGlass 0=low/1=med/2=high/3=very high (default)
- (Low 1/Medium 1/High 2/Very High 3/XBox-PS4 3/Can It Run Crysis 3)
- q_ShaderIce = 2
- Defines the shader quality of Ice
- Usage: q_ShaderIce 0=low/1=med/2=high/3=very high (default)
- (Low 1/Medium 1/High 2/Very High 3/XBox-PS4 3/Can It Run Crysis 3)
- q_ShaderMetal = 2
- Defines the shader quality of Metal
- Usage: q_ShaderMetal 0=low/1=med/2=high/3=very high (default)
- (Low 1/Medium 1/High 2/Very High 3/XBox-PS4 3/Can It Run Crysis 3)
- q_ShaderShadow = 2
- Defines the shader quality of Shadow
- Usage: q_ShaderShadow 0=low/1=med/2=high/3=very high (default)
- (Low 1/Medium 1/High 2/Very High 3/XBox-PS4 3/Can It Run Crysis 3)
- q_ShaderSky = 2
- Defines the shader quality of Sky
- Usage: q_ShaderSky 0=low/1=med/2=high/3=very high (default)
- (Low 1/Medium 1/High 2/Very High 3/XBox-PS4 3/Can It Run Crysis 3)
- q_ShaderTerrain = 2
- Defines the shader quality of Terrain
- Usage: q_ShaderTerrain 0=low/1=med/2=high/3=very high (default)
- (Low 1/Medium 1/High 2/Very High 3/XBox-PS4 3/Can It Run Crysis 3)
- q_ShaderVegetation = 2
- Defines the shader quality of Vegetation
- Usage: q_ShaderVegetation 0=low/1=med/2=high/3=very high (default)
- (Low 1/Medium 1/High 2/Very High 3/XBox-PS4 3/Can It Run Crysis 3)
- ----------------------------------------------------------------------------------------------------------------------------------------------------------
- sys_spec_Vegetation
- [default]
- ; default of this CVarGroup
- = 3
- e_VegetationMinPixDist=100
- (Low 100/Medium 100/High 100/Very High 100/XBox-PS4 50/Can It Run Crysis 100)
- e_VegetationBendingLods=4
- (Low 4/Medium 4/High 4/Very High 4/XBox-PS4 1/Can It Run Crysis 4)
- e_ViewDistRatioVegetation=100
- View distance ratio for vegetation
- (Low 30/Medium 35/High 100/Very High 125/XBox-PS4 35/Can It Run Crysis 200)
- e_VegetationSprites=1
- e_VegetationSpritesDistanceCustomRatioMin=1
- (Low 0.6/Medium 1/High 1/Very High 1/XBox-PS4 0.1/Can It Run Crysis 1)
- e_VegetationSpritesDistanceRatio=1.5
- (Low 1/Medium 1/High 1.5/Very High 1.5/XBox-PS4 1/Can It Run Crysis 2.25)
- e_VegetationSpritesDistanceRatioExtra=1
- e_VegetationMinSize=0
- Minimal size of static object, smaller objects will be not rendered
- (Low 0.5/Medium 0/High 0/Very High 0/XBox-PS4 0/Can It Run Crysis 0)
- ----------------------------------------------------------------------------------------------------------------------------------------------------------
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