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Aug 26th, 2021
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  1. ; User Optional commands- Game needs to be in devmode for mods/cheats to work
  2.  
  3. ;How to Enable Developer Mode & Enable Restricted Console Commands:
  4.  
  5. ;1st, in your Crysis Remastered installation folder open the Bin64 folder & locate the CrysisRemastered.exe.
  6. ;The folder location for the CrysisRemastered.exe is: Crysis\Bin64.
  7.  
  8. ;2nd, right-click on the CrysisRemastered.exe & press Send to Desktop ( to create a new shortcut ).
  9. ;3rd, right-click on the newly created CrysisRemastered.exe Shortcut then press Properties.
  10. ;4th, where it says Target add these commands to the Target line: -devmode -epicapp=Coot -epicenv=Prod then press Apply.
  11.  
  12. ;It should look something like this: \Games\Crysis Remastered\Bin64\CrysisRemastered.exe" -devmode -epicapp=Coot -epicenv=Prod
  13.  
  14. ;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
  15. ;The commands also can be manual input ingame by pressing ` key.
  16.  
  17.  
  18. F1:Toggle 1st/3rd Person View.
  19. F2:Jump to the next Checkpoint.
  20. F3:Toggle Fly mode/Ghost mode.
  21. F10:Jump to Previous Checkpoint.
  22.  
  23. con_restricted=0
  24. j
  25. bind np_0 cl_hud 0
  26. bind np_1 cl_hud 1
  27. bind np_2 r_DrawNearFoV 2
  28. bind np_3 r_DrawNearFoV 60
  29. bind np_4 g_godMode 0
  30. bind np_5 g_godMode 1
  31. bind np_6 i_unlimitedammo 1
  32. bind np_8 ai_ignoreplayer 1
  33. bind 0 i_giveitem FY71
  34. bind 9 i_giveitem FY71IncendiaryAmmo
  35. bind 8 i_giveitem DSG1
  36. bind 7 i_giveitem SniperScope
  37. bind f7 i_giveitem Hurricane
  38. bind f8 i_giveitem LAW
  39. ----------------------------------------------------------------------------------------------------------------------------------------------------------
  40. con_restricted=0
  41. j -Drops Equiped Weapon In Game To Make Room For More Power
  42. bind np_0 cl_hud 0 -Heads Up Display Off
  43. bind np_1 cl_hud 1 -Heads Up Display On
  44. bind np_2 r_DrawNearFoV 2 -Remove Weapon From Field Of View
  45. bind np_3 r_DrawNearFoV 60 -Restore Weapon to Field Of View Default
  46. bind np_4 g_godMode 0 -Immoratal God Of Crysis
  47. bind np_5 g_godMode 1 -Return To Ordinary Mortal
  48. bind np_6 i_unlimitedammo 1 -Fun Ammo Never Runs Out Of Juice
  49. bind np_8 ai_ignoreplayer 1 -Enemies Ignore You
  50. bind 0 i_giveitem FY71 -Rifle FY71
  51. bind 9 i_giveitem FY71IncendiaryAmmo -Rifle FY71 Fire Ammo
  52. bind 8 i_giveitem DSG1 -Sniper Rifle For those Lonely Kills From Afar
  53. bind 7 i_giveitem SniperScope -Scope For Sniper Rifle
  54. bind f7 i_giveitem Hurricane -500 Bullet Monster mini Hip Gun
  55. bind f8 i_giveitem LAW -Badass Rocket Launcher
  56. ----------------------------------------------------------------------------------------------------------------------------------------------------------
  57. ;Item with ; in front of them will be disabled in game.Change them as you like.Can Be Added Manual In Game Without The ;
  58.  
  59. ;bind np_0 i_giveitem C4 -Explosive Charge Blow Crap Up
  60. ;bind np_1 i_giveitem SCAR -Standard US Assault Rifle Boring Need Mod For Fire AMMO
  61. ;bind np_2 i_giveitem SMG -Submachine Gun Spray Them Bullets
  62. ;bind np_3 i_giveitem Shotgun -Shotgun Close Range Damage
  63. ;bind np_4 i_giveitem GaussRifle -Gauss Rifle Monster Damage At Any Range
  64. ;bind np_5 GrenadeLauncher -Grenade Launcher Attachment For Rifles
  65. ;bind np_6 i_giveitem AssaultScope -Assault scope
  66. ;bind np_8 i_giveitem LAMRifle -Laser Pointer Module Put That Dot On The Head For Kill Shots
  67. ;bind 0 i_giveitem FragGrenade -Grenade Nice Damage Close Range
  68. ;bind 9 i_giveitem SmokeGrenade -Smoke grenade Hide You Pussy
  69. ;bind 8 i_giveitem FlashbangGrenade -Flashbang Hide Some More With Disorientation Of Enemy
  70. ;bind 7 i_giveitem SOCOM -Be Badass And Hit Button Twice For Dualing Pistols
  71. ;bind f7 t_scale 0.2/10 -Slow Down In Game Speed Slow Motion Fun
  72. ;bind f8 t_scale 1/10 -Default In Game Speed Change Number For Any Crazy Speed Run
  73. ----------------------------------------------------------------------------------------------------------------------------------------------------------
  74. ;Item with ; in front of them will be disabled in game.Change them as you like.Can Be Added Manual In Game Without The ;
  75.  
  76. ;bind np_0 hud_godfadetime 0 -Disables (You Died x Times On Screen Display When In GodMode)
  77. ;bind np_1 v_goliathmode 1 -Infinite Health for All Vehicles Smash And Dash
  78. ;bind np_2 g_playerHealthValue 900 -Extra Health For BIG BaD Player Default 200
  79. ;bind np_3 g_suitarmorhealthvalue 500 -Bulk Up That Crazy Armor for Eating Bullets Default 125
  80. ;bind np_4 cl_strengthscale 3 -Punch Strong Like Bull Default 1
  81. ;bind np_5 g_suitCloakEnergyDrainAdjuster 0.01 -Cloak All Day Long When Running Default 0.73
  82. ;bind np_6 g_playerSuitArmorModeHealthRegenTimeMoving 1 -More Health Regain whening Running Away From Baddies Default 4
  83. ;bind np_8 g_playerSuitEnergyRechargeDelay 0 -When You Stop Moving You get Grooving With Instant Engery Recovery Default 2.5 Seconds
  84. ;bind 0 g_playerSuitHealthRegenDelay 0 -Instant Heath Regain No Delay Default 5 Seconds
  85. ;bind 9 g_walkmultiplier 2 -Walk Faster You Slow Ass Punk Default 1
  86. ;bind 8 pl_swimBaseSpeed 10 -Swim Faster When The Shark Chasing You Default 4
  87. ----------------------------------------------------------------------------------------------------------------------------------------------------------
  88. Sick Of Playing A Level This Will WARP YOU TO ANy LEVEL In Game
  89.  
  90. map + NAME
  91. map island -Contact
  92. map village -Recovery
  93. map rescue -Relic
  94. map harbor -Assault
  95. map tank -Onslaught
  96. map mine -Awakening
  97. map core -Core
  98. map ice -Paradise Lost
  99. map sphere -Exodus
  100. map ascension -Ascension
  101. map fleet -Reckoning
  102. ----------------------------------------------------------------------------------------------------------------------------------------------------------
  103.  
  104. Sets Ingame Game Quality (Low 1/Medium 2/High 3/Very High 4/XBox-PS4 5/Can It Run Crysis 6/)
  105.  
  106. ;sys_spec_ObjectDetail=3
  107. ;sys_spec_Shading=3
  108. ;sys_spec_VolumetricEffects=3
  109. ;sys_spec_Shadows=3
  110. ;sys_spec_Texture=3
  111. ;sys_spec_Physics=3
  112. ;sys_spec_PostProcessing=3
  113. ;sys_spec_Particles=3
  114. ;sys_spec_Sound=3
  115. ;sys_spec_Vegetation=3
  116. ;sys_spec_Water=3
  117. ;sys_spec_GameEffects=3
  118. ;sys_spec_RayTracing=3
  119. ----------------------------------------------------------------------------------------------------------------------------------------------------------
  120. sys_spec_ObjectDetail
  121.  
  122. [default]
  123. ; default of this CVarGroup
  124. = 3
  125.  
  126. e_ProcVegetation = 1
  127. Show procedurally distributed vegetation
  128.  
  129. e_DecalsAllowGameDecals = 1
  130. Allows creation of decals by game (like weapon bullets marks)
  131.  
  132. e_DecalsOverlapping = 1
  133. If zero - new decals will not be spawned if the distance to nearest decals less than X
  134.  
  135. e_DecalsForceDeferred = 0
  136. 1 - force to convert all decals to use deferred ones
  137.  
  138. e_LodMin = 0
  139. Min LOD for objects
  140.  
  141. e_ViewDistMin = 10
  142. Min distance on what far objects will be culled out
  143.  
  144. r_DrawNearZRange = 0.12
  145. Default is 0.12
  146.  
  147. e_TerrainDetailMaterialsViewDistXY = 2048
  148. Max view distance of terrain XY materials(Low 2048/Medium 2048/High 2048/Very High 2048/XBox-PS4 512/Can It Run Crysis 2048)
  149.  
  150. e_TerrainDetailMaterialsViewDistZ = 512
  151. Max view distance of terrain Z materials(Low 512/Medium 512/High 512/Very High 512/XBox-PS4 128/Can It Run Crysis 512)
  152.  
  153. e_OcclusionCullingViewDistRatio = 1
  154. Skip per object occlusion test for very far objects - culling on tree level will handle it
  155.  
  156. e_Dissolve = 1
  157. Objects alphatest_noise_fading out on distance and between lods
  158.  
  159. e_StreamCgf = 0
  160. Enable streaming of static render meshes
  161.  
  162. e_LodCompMaxSize = 6
  163. 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)
  164.  
  165. r_GeomInstancingThreshold = 2
  166. If the instance count gets bigger than the specified value the instancing feature is used.
  167. Usage: r_GeomInstancingThreshold [Num]
  168. Default is 2 (automatic depending on hardware, used value can be found in the log)
  169.  
  170. e_ObjQuality = 3
  171. Object detail quality (Low 1/Medium 2/High 3/Very High 4/XBox-PS4 2/Can It Run Crysis 4)
  172.  
  173. e_LodRatio = 20
  174. LOD distance ratio for objects(Low 10/Medium 15/High 20/Very High 40/XBox-PS4 12/Can It Run Crysis 100)
  175.  
  176. e_ViewDistRatioDetail = 100
  177. View distance ratio for detail objects(Low 25/Medium 35/High 100/Very High 125/XBox-PS4 20/Can It Run Crysis 200)
  178.  
  179. sys_flash_curve_tess_error = 2
  180. 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)
  181.  
  182. e_DecalsLifeTimeScale = 2
  183. 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)
  184.  
  185. e_ViewDistRatio = 100
  186. View distance ratio for objects(Low 40/Medium 45/High 100/Very High 125/XBox-PS4 45/Can It Run Crysis 500)
  187.  
  188. e_ViewDistRatioCustom = 100
  189. 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)
  190.  
  191. e_ViewDistRatioLights = 50
  192. View distance ratio for light sources(Low 25/Medium 50/High 50/Very High 75/XBox-PS4 50/Can It Run Crysis 150)
  193.  
  194. e_MaxViewDistSpecLerp = 1
  195. 1 - use max view distance set by designer for very high spec
  196. 0 - for very low spec
  197. Values between 0 and 1 - will lerp between high and low spec max view distances
  198. (Low 0.5/Medium 1/High 1/Very High 1/XBox-PS4 1/Can It Run Crysis 1)
  199.  
  200. es_DebrisLifetimeScale = 1
  201. 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)
  202.  
  203. ca_FacialAnimationRadius = 30
  204. 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)
  205.  
  206. ca_AttachmentCullingRation = 360
  207. 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)
  208.  
  209. e_TerrainOcclusionCullingMaxDist = 200
  210. Max length of ray (for version 1)(Low 130/Medium 200/High 200/Very High 200/XBox-PS4 200/Can It Run Crysis 200)
  211.  
  212. e_WaterVolumesMinPixelsSize=0
  213.  
  214. e_RecursionViewDistRatio = 0.2
  215. 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)
  216.  
  217. e_TerrainDetailMaterialsViewDistZPassMult=1
  218.  
  219. e_TerrainLodRatio = 1
  220. Set heightmap LOD(Low 1.5/Medium 1/High 1/Very High 1/XBox-PS4 1.5/Can It Run Crysis 1)
  221.  
  222. e_TerrainTextureLodRatio = 1
  223. 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)
  224.  
  225. ca_AttachmentMinPixSize=0
  226. (Low 5/Medium 0/High 0/Very High 0/XBox-PS4 5/Can It Run Crysis 0)
  227.  
  228. e_MinPixSize=1
  229. (Low 1/Medium 1/High 1/Very High 1/XBox-PS4 10/Can It Run Crysis 0)
  230.  
  231. ti_VoxSkinnedObjects=1
  232. (Low 0/Medium 0/High 1/Very High 1/XBox-PS4 1/Can It Run Crysis 1)
  233.  
  234. e_TerrainLodClampDist=200
  235. (Low 200/Medium 200/High 200/Very High 200/XBox-PS4 200/Can It Run Crysis 1500)
  236.  
  237. e_MinPixSizeLinear=0
  238. (Low 0/Medium 0/High 0/Very High 0/XBox-PS4 5/Can It Run Crysis 0)
  239.  
  240. r_MinPixSizeChunk=0
  241. (Low 0/Medium 0/High 0/Very High 0/XBox-PS4 10/Can It Run Crysis 0)
  242.  
  243. e_StatObjTestOBB=0
  244. (Low 0/Medium 0/High 0/Very High 0/XBox-PS4 1/Can It Run Crysis 0)
  245.  
  246. e_CullerMT=0
  247. (Low 0/Medium 0/High 0/Very High 0/XBox-PS4 1/Can It Run Crysis 0)
  248.  
  249. e_CullerThread=1
  250. (Low 0/Medium 0/High 0/Very High 0/XBox-PS4 4/Can It Run Crysis 0)
  251.  
  252. e_CullerMTCoverageBuffer=0
  253. (Low 0/Medium 0/High 0/Very High 0/XBox-PS4 0/Can It Run Crysis 0)
  254.  
  255. e_CoverageBuffer = 1
  256. Activates usage of software coverage buffer.
  257. (Low 0/Medium 0/High 0/Very High 0/XBox-PS4 0/Can It Run Crysis 0)
  258.  
  259. e_OcclusionLazyHideFrames=0
  260. (Low 0/Medium 0/High 0/Very High 0/XBox-PS4 8/Can It Run Crysis 0)
  261. ----------------------------------------------------------------------------------------------------------------------------------------------------------
  262. sys_spec_Shading
  263.  
  264. [default]
  265. ; default of this CVarGroup
  266. = 3
  267.  
  268. r_DetailTextures = 1 [DUMPTODISK]
  269. Toggles detail texture overlays.
  270. Usage: r_DetailTextures [0/1]
  271. Default is 1 (detail textures on)
  272.  
  273. r_Refraction = 1
  274. Enables refraction.
  275. Usage: r_Refraction [0/1]
  276. Default is 1 (on). Set to 0 to disable
  277.  
  278. sys_flash_edgeaa = 1
  279. Enables/disables edge anti-aliased rendering of flash files
  280.  
  281. e_VegetationUseTerrainColor = 1
  282. Allow blend with terrain color for vegetations
  283.  
  284. e_TerrainAo = 0
  285. Activate deferred terrain ambient occlusion
  286.  
  287. e_GINumCascades = 1
  288. Sets number of cascades for global illumination. Default: 1
  289.  
  290. r_HDRBlueShift=1.0
  291.  
  292. r_HDRLevel=6
  293.  
  294. r_HDROffset=10
  295.  
  296. ti_VoxMaxInstances=300
  297. (Low 300/Medium 300/High 300/Very High 300/XBox-PS4 150/Can It Run Crysis 300)
  298.  
  299. ti_RT_SS_Fix=0
  300. (Low 0/Medium 0/High 0/Very High 0/XBox-PS4 1/Can It Run Crysis 0)
  301.  
  302. ti_VoxTexCopyBugWorkaround=1
  303. (Low 1/Medium 1/High 1/Very High 1/XBox-PS4 3/Can It Run Crysis 1)
  304.  
  305. sys_spec_Quality=3
  306. (Low 1/Medium 2/High 3/Very High 4/XBox-PS4 2/Can It Run Crysis 4)
  307.  
  308. e_SkyUpdateRate = 1
  309. 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)
  310.  
  311. r_DetailDistance = 8 [DUMPTODISK]
  312. Distance used for per-pixel detail layers blending.
  313. Default is 8(Low 4/Medium 8/High 8/Very High 8/XBox-PS4 8/Can It Run Crysis 8)
  314.  
  315. e_TerrainNormalMap = 1
  316. 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)
  317.  
  318. r_DetailNumLayers=2
  319. (Low 1/Medium 1/High 2/Very High 2/XBox-PS4 2/Can It Run Crysis 2)
  320.  
  321. e_DynamicLightsMaxEntityLights = 16
  322. Set maximum number of lights affecting object(Low 7/Medium 11/High 16/Very High 16/XBox-PS4 16/Can It Run Crysis 32)
  323.  
  324. r_UsePom=1
  325. Enables use of parallax occlusion mapping. Does Not Work Aug 24 2021
  326. 0/1 On/Off
  327.  
  328. r_EnvTexUpdateInterval = 0.05
  329. Sets the interval between environmental 2d texture updates.
  330. (Low 0.075/Medium 0.05/High 0.05/Very High 0.05/XBox-PS4 0.075/Can It Run Crysis 0.05)
  331.  
  332. r_TexturesFilteringQuality=0
  333. (Low 1/Medium 0/High 0/Very High 0/XBox-PS4 0/Can It Run Crysis 0)
  334.  
  335. e_GI = 1
  336. Enable/disable global illumination. Default: 1 - enabled
  337. (Low 0/Medium 1/High 1/Very High 1/XBox-PS4 1/Can It Run Crysis 1)
  338.  
  339. e_GIMaxDistance = 100
  340. Maximum distance of global illumination in meters.
  341. (Low 50/Medium 100/High 100/Very High 100/XBox-PS4 100/Can It Run Crysis 150)
  342.  
  343. ti_DiffuseLowResMode = 2
  344. (Low 4/Medium 2/High 2/Very High 1/XBox-PS4 5/Can It Run Crysis 1)
  345.  
  346. r_RefractionPartialResolveMinBlocks=0
  347. (Low 2/Medium 1/High 0/Very High 0/XBox-PS4 1/Can It Run Crysis 0)
  348.  
  349. r_ssdo=1
  350. r_ssdo = 1
  351. Screen Space Directional Occlusion
  352. (Low 0/Medium 1/High 1/Very High 1/XBox-PS4 1/Can It Run Crysis 1)
  353.  
  354. r_ssdoHalfRes=2
  355. r_ssdoHalfRes = 2
  356. Apply SSDO bandwidth optimizations
  357. 0 - Full resolution (not recommended)
  358. 1 - Use lower resolution depth
  359. 2 - Low res depth except for small camera FOVs to avoid artifacts
  360. 3 - Half resolution output
  361. (Low 3/Medium 3/High 2/Very High 2/XBox-PS4 3/Can It Run Crysis 2)
  362.  
  363. ti_GsmCascadeLod=2
  364. (Low 2/Medium 2/High 2/Very High 2/XBox-PS4 1/Can It Run Crysis 2)
  365.  
  366. ti_RsmUseColors=1
  367. (Low 1/Medium 1/High 1/Very High 1/XBox-PS4 0/Can It Run Crysis 1)
  368. ----------------------------------------------------------------------------------------------------------------------------------------------------------
  369. sys_spec_VolumetricEffects
  370.  
  371. [default]
  372. ; default of this CVarGroup
  373. = 3
  374.  
  375. e_Clouds = 1
  376. Enable clouds rendering
  377.  
  378. r_Beams=3
  379. Volumetric light beams
  380.  
  381. r_BeamsDistFactor=0.05
  382. (Low 0.5/Medium 0.1/High 0.05/Very High 0.01/XBox-PS4 0.1/Can It Run Crysis 0.01)
  383.  
  384. r_BeamsMaxSlices=200
  385. (Low 32/Medium 64/High 200/Very High 200/XBox-PS4 32/Can It Run Crysis 200)
  386.  
  387. r_BeamsDownSample=0
  388. (Low 1/Medium 0/High 0/Very High 0/XBox-PS4 0/Can It Run Crysis 0)
  389.  
  390. r_BeamsGlow=1
  391. (Low 3/Medium 3/High 1/Very High 1/XBox-PS4 3/Can It Run Crysis 1)
  392.  
  393. r_BeamsNoise=1
  394. (Low 0/Medium 0/High 1/Very High 1/XBox-PS4 1/Can It Run Crysis 1)
  395.  
  396. r_VolumetricScattering=1
  397. (Low 0/Medium 0/High 1/Very High 1/XBox-PS4 1/Can It Run Crysis 1)
  398. ----------------------------------------------------------------------------------------------------------------------------------------------------------
  399. sys_spec_Shadows
  400.  
  401. [default]
  402. ; default of this CVarGroup
  403. = 3
  404.  
  405. e_Shadows = 1
  406. Activates drawing of shadows
  407.  
  408. e_ShadowsConstBias = 0.5
  409. Shadows slope bias for shadowgen
  410.  
  411. e_GsmExtendLastLod=0
  412. (Low 0/Medium 0/High 0/Very High 1/XBox-PS4 1/Can It Run Crysis 1)
  413.  
  414. e_ShadowsLodBiasFixed = 0
  415. Simplifies mesh for shadow map generation by X LOD levels
  416.  
  417. r_ShadowsAdaptionSize = 0.35
  418. Select shadow map blurriness if r_ShadowsBias is activated.
  419. Usage: r_ShadowsAdaptoinSize [0 for none - 10 for rapidly changing]
  420. (Low 0.35/Medium 0.35/High 0.35/Very High 0.35/XBox-PS4 0.35/Can It Run Crysis 0.75)
  421.  
  422. r_ShadowsAdaptionMin = 0.5
  423. starting kernel size, to avoid blocky shadows.
  424. Usage: r_ShadowsAdaptionMin [0.0 for blocky - 1.0 for blury], 0.35 is default
  425.  
  426. e_ShadowsCascadesConstBias=0.5,0.7,3.0,3.0
  427. (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)
  428.  
  429. e_ShadowsCascadesSlopeBias=4.0,2.0,0.5,0.24
  430. (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)
  431.  
  432. e_ShadowsPoolSize=2048
  433. Set size of shadow pool
  434. (Low 2048/Medium 2048/High 2048/Very High 2048/XBox-PS4 1024/Can It Run Crysis 2048)
  435.  
  436. e_ShadowsMaxTexRes=2048
  437. Set maximum resolution of shadow map
  438. 256(faster), 512(medium), 1024(better quality)
  439. (Low 1024/Medium 1024/High 2048/Very High 2048/XBox-PS4 2048/Can It Run Crysis 2048)
  440.  
  441. r_ShadowJittering=5
  442. Shadow map jittering radius.
  443. In PC the only use of this cvar is to instantly see the effects of diferent jittering values,
  444. because any value set here will be overwritten by ToD animation (only in PC) as soon as ToD changes.
  445. (Low 2/Medium 2/High 5/Very High 5/XBox-PS4 2/Can It Run Crysis 3)
  446.  
  447. r_ShadowBlur=3
  448. Select shadow map blurriness if r_ShadowBlur is activated.
  449. (Low 0/Medium 3/High 3/Very High 3/XBox-PS4 3/Can It Run Crysis 3)
  450.  
  451. e_GsmLodsNum=4
  452. Number of GSM lods
  453. (Low 3/Medium 3/High 4/Very High 5/XBox-PS4 3/Can It Run Crysis 5)
  454.  
  455. e_GsmRange=3
  456. Size of LOD 0 GSM area
  457. (Low 4/Medium 4/High 3/Very High 3/XBox-PS4 6/Can It Run Crysis 5)
  458.  
  459. e_ShadowsCastViewDistRatio=1
  460. View dist ratio for shadow maps casting from objects
  461. (Low 0.8/Medium 1/High 1/Very High 1/XBox-PS4 0.8/Can It Run Crysis 1)
  462.  
  463. e_ShadowsResScale=3.4
  464. Shadows slope bias for shadowgen
  465. (Low 2.4/Medium 3.8/High 3.8/Very High 3.8/XBox-PS4 3.8/Can It Run Crysis 3.8)
  466.  
  467. e_ShadowsOnAlphaBlend=1
  468. Enable shadows on alphablended
  469. (Low 0/Medium 1/High 1/Very High 1/XBox-PS4 1/Can It Run Crysis 1)
  470.  
  471. e_GsmCache = 0
  472. (Low 1/Medium 0/High 0/Very High 0/XBox-PS4 0/Can It Run Crysis 0)
  473.  
  474. r_ShadowmapCutoffpixels=5
  475. (Low 22/Medium 15/High 5/Very High 0/XBox-PS4 0/Can It Run Crysis 0)
  476.  
  477. r_ShadowsScreenSpace=1
  478. Include screen space tracing into shadow computations
  479. Helps reducing artifacts caused by limited shadow map resolution and biasing
  480. Applied only in the near range and supposed to be used mostly in the cutscenes for better shadows on character facesModes
  481. (Low 0/Medium 1/High 1/Very High 1/XBox-PS4 0/Can It Run Crysis 1)
  482.  
  483. e_GsmSoftTransition=2
  484. (Low 2/Medium 2/High 2/Very High 4/XBox-PS4 1/Can It Run Crysis 2)
  485.  
  486. ti_ShadowsActive=0
  487.  
  488. e_GsmSoftTransitionOffsetExludedBox=0
  489. (Low 0/Medium 0/High 0/Very High 1/XBox-PS4 10/Can It Run Crysis 1)
  490.  
  491. e_gsmRangeStep=3
  492. Range of next GSM lod is previous range multiplied by step
  493. (Low 5/Medium 5/High 3/Very High 3/XBox-PS4 8/Can It Run Crysis 3)
  494.  
  495. e_ShadowsClouds=0
  496. Cloud shadows
  497.  
  498. e_ShadowsMaxCastViewDist=-1
  499. (Low -1/Medium -1/High -1/Very High -1/XBox-PS4 200/Can It Run Crysis -1)
  500.  
  501. e_DissolveShadows=1
  502.  
  503. r_ShadowsAdaptionRangeClamp=0.025
  504. maximum range between caster and reciever to take into account
  505.  
  506. r_ShadowmapCutoffBboxExpandRadius=0.2
  507. (Low 0.4/Medium 0.4/High 0.2/Very High 0.2/XBox-PS4 0.2/Can It Run Crysis 0)
  508.  
  509. e_ShadowsOnWater=0
  510. Enable/disable shadows on water
  511. (Low 0/Medium 0/High 0/Very High 1/XBox-PS4 0/Can It Run Crysis 1)
  512.  
  513. ----------------------------------------------------------------------------------------------------------------------------------------------------------
  514. sys_spec_Texture
  515.  
  516. [default]
  517. ; default of this CVarGroup
  518. = 3
  519.  
  520. r_TexResolution=1
  521. (Low 3/Medium 2/High 1/Very High 0/XBox-PS4 1/Can It Run Crysis 0)
  522.  
  523. r_TexBumpResolution=1
  524. (Low 3/Medium 2/High 1/Very High 1/XBox-PS4 1/Can It Run Crysis 0)
  525.  
  526. r_TexturesStreamingMipBias=0
  527. Controls how texture LOD depends from distance to the objects.
  528. Increasing this value will reduce amount of memory required for textures
  529. (Low 2/Medium 1/High 0/Very High -1/XBox-PS4 0/Can It Run Crysis -1)
  530.  
  531. r_TexSkyResolution=0
  532. (Low 1/Medium 0/High 0/Very High 0/XBox-PS4 1/Can It Run Crysis 0)
  533.  
  534. r_ImposterRatio=1
  535. Allows to scale the texture resolution of imposters (clouds)
  536. Bigger values can help to save texture space
  537. (e.g. value 2 results in 1/4 texture memory usage)
  538. (Low 2/Medium 1.5/High 1/Very High 1/XBox-PS4 1.5/Can It Run Crysis 1)
  539.  
  540. r_EnvCMResolution=2
  541. Sets resolution for target environment cubemap, in pixels.
  542. 0: 64
  543. 1: 128
  544. 2: 256
  545. Default is 2 (256 by 256 pixels)
  546. (Low 0/Medium 1/High 2/Very High 2/XBox-PS4 0/Can It Run Crysis 2)
  547.  
  548. r_EnvTexResolution=3
  549. Sets resolution for 2d target environment texture, in pixels.
  550. Usage: r_EnvTexResolution #
  551. where # represents:
  552. 0: 64
  553. 1: 128
  554. 2: 256
  555. 3: 512
  556. Default is 3 (512 by 512 pixels).
  557. (Low 1/Medium 2/High 3/Very High 3/XBox-PS4 1/Can It Run Crysis 3)
  558.  
  559. r_DynTexMaxSize=80
  560. (Low 50/Medium 60/High 80/Very High 80/XBox-PS4 50/Can It Run Crysis 80)
  561.  
  562. r_TexAtlasSize=2048
  563. (Low 512/Medium 2048/High 2048/Very High 2048/XBox-PS4 512/Can It Run Crysis 2048)
  564.  
  565. r_DynTexAtlasCloudsMaxSize=32
  566. (Low 24/Medium 24/High 32/Very High 32/XBox-PS4 24/Can It Run Crysis 32)
  567.  
  568. r_DynTexAtlasSpritesMaxSize=32
  569. (Low 16/Medium 16/High 32/Very High 32/XBox-PS4 12/Can It Run Crysis 32)
  570.  
  571. r_VegetationSpritesTexRes=64
  572.  
  573. r_TexMaxAnisotropy=8
  574. Specifies the maximum level allowed for anisotropic texture filtering
  575. (Low 2/Medium 4/High 8/Very High 16/XBox-PS4 2/Can It Run Crysis 16)
  576.  
  577. r_DynTexSourceSharedRTWidth=512
  578. Width override for shared RT for dynamic texture sources. Takes effect when bigger than 0
  579.  
  580. r_DynTexSourceSharedRTHeight=512
  581. Height override of shared RT for dynamic texture sources. Takes effect when bigger than 0
  582. ----------------------------------------------------------------------------------------------------------------------------------------------------------
  583. sys_spec_Physics
  584.  
  585. [default]
  586. ; default of this CVarGroup
  587. = 3
  588.  
  589. g_joint_breaking=1
  590. Toggles jointed objects breaking
  591.  
  592. p_max_MC_iters=6000
  593. p_max_MC_iters
  594. (Low 4000/Medium 6000/High 6000/Very High 6000/XBox-PS4 4000/Can It Run Crysis 6000)
  595.  
  596. p_max_object_splashes=3
  597. Specifies how many splash events one entity is allowed to generate
  598.  
  599. p_splash_dist0 = 7
  600. Range start for splash event distance culling
  601.  
  602. p_splash_dist1 = 30
  603. Range end for splash event distance culling
  604.  
  605. p_splash_force0 = 10
  606. Minimum water hit force to generate splash events at p_splash_dist0
  607.  
  608. p_splash_force1 = 100
  609. Minimum water hit force to generate splash events at p_splash_dist1
  610.  
  611. p_splash_vel0 = 4.5
  612. Minimum water hit velocity to generate splash events at p_splash_dist0
  613.  
  614. p_splash_vel1 = 10
  615. Minimum water hit velocity to generate splash events at p_splash_dist1
  616.  
  617. v_vehicle_quality = 4
  618. Geometry/Physics quality
  619.  
  620. p_max_substeps = 5
  621. Limits the number of substeps allowed in variable time step mode.
  622. Usage: p_max_substeps 5
  623. Objects that are not allowed to perform time steps
  624. beyond some value make several substeps
  625. (Low 5/Medium 5/High 5/Very High 5/XBox-PS4 2/Can It Run Crysis 5)
  626.  
  627. p_max_substeps_large_group = 5
  628. Limits the number of substeps large groups of objects can make
  629.  
  630. p_num_bodies_large_group=100
  631. Group size to be used with p_max_substeps_large_group, in bodies
  632.  
  633. p_gravity_z = -13
  634.  
  635. p_joint_damage_accum=2
  636. Default fraction of damage (tension) accumulated on a breakable joint
  637.  
  638. p_joint_damage_accum_threshold=0.2
  639. Default damage threshold (0..1) for p_joint_damage_accum
  640.  
  641. e_CullVegActivation=50
  642. Vegetation activation distance limit; 0 disables visibility-based culling (= unconditional activation)
  643. (Low 30/Medium 50/High 50/Very High 60/XBox-PS4 30/Can It Run Crysis 70)
  644.  
  645. e_PhysFoliage=2
  646. Enables physicalized foliage
  647. 1 - only for dynamic objects
  648. 2 - for static and dynamic)
  649.  
  650. g_tree_cut_reuse_dist = 0
  651. Maximum distance from a previously made cut that allows reusing
  652. (Low 0.35/Medium 0/High 0/Very High 0/XBox-PS4 0.35/Can It Run Crysis 0)
  653.  
  654. es_MaxPhysDist = 200
  655. Physical entities farther from the camera than this are forcefully deactivated
  656. (Low 100/Medium 100/High 200/Very High 300/XBox-PS4 50/Can It Run Crysis 500)
  657.  
  658. es_MaxPhysDistInvisible=25
  659. Invisible physical entities farther from the camera than this are forcefully deactivated
  660. (Low 15/Medium 20/High 25/Very High 35/XBox-PS4 15/Can It Run Crysis 50)
  661.  
  662. e_PhysOceanCell=0.5
  663. Cell size for ocean approximation in physics, 0 assumes flat plane
  664. (Low 1/Medium 0.5/High 0.5/Very High 0.5/XBox-PS4 1/Can It Run Crysis 0.5)
  665.  
  666. e_FoliageWindActivationDist=25
  667. If the wind is sufficiently strong, visible foliage in this view dist will be forcefully activated
  668. (Low 1/Medium 0.5/High 0.5/Very High 0.5/XBox-PS4 1/Can It Run Crysis 0.5)
  669.  
  670. g_breakage_particles_limit=160
  671. Imposes a limit on particles generated during 2d surfaces breaking
  672. (Low 10/Medium 15/High 25/Very High 25/XBox-PS4 10/Can It Run Crysis 50)
  673. ----------------------------------------------------------------------------------------------------------------------------------------------------------
  674. sys_spec_PostProcessing
  675.  
  676. [default]
  677. ; default of this CVarGroup
  678. = 3
  679.  
  680. r_MotionBlur=2
  681. Enables per object and camera motion blur.
  682. Usage: r_MotionBlur [0/1/2/3]
  683. Default is 1 (camera motion blur on).
  684. 1: camera motion blur
  685. 2: camera and object motion blur
  686. (Low 0/Medium 0/High 2/Very High 2/XBox-PS4 1/Can It Run Crysis 2)
  687.  
  688. q_ShaderHDR=2
  689. Defines the shader quality of HDR
  690. Usage: q_ShaderHDR 0=low/1=med/2=high/3=very high
  691. (Low 1/Medium 1/High 2/Very High 3/XBox-PS4 1/Can It Run Crysis 3)
  692.  
  693. q_ShaderPostProcess=2
  694. Defines the shader quality of PostProcess
  695. Usage: q_ShaderPostProcess 0=low/1=med/2=high/3=very high (default)
  696. (Low 1/Medium 1/High 2/Very High 3/XBox-PS4 1/Can It Run Crysis 3)
  697.  
  698. r_ColorGradingChartsCache=0
  699. Enables color grading charts update caching.
  700. Usage: r_ColorGradingCharts [0/1/2/etc]
  701. Default is 4 (update every 4 frames), 0 - always update, 1- update every other frame
  702. (Low 4/Medium 0/High 0/Very High 0/XBox-PS4 4/Can It Run Crysis 0)
  703.  
  704. r_MotionBlurMaxViewDist=100
  705. Sets motion blur max view distance for objects.
  706. Usage: r_MotionBlurMaxViewDist [0...1]
  707. Default is 100 meters
  708. (Low 16/Medium 32/High 100/Very High 100/XBox-PS4 16/Can It Run Crysis 100)
  709.  
  710. r_PostProcessHUD3DCache=0
  711. Enables 3d hud caching overframes.
  712. Usage: r_PostProcessHUD3DCache [0/1/2/3]
  713. Default is 0 (disabled). 1 Cache every 1 frame. 2 Every 2 frames. Etc
  714. (Low 2/Medium 2/High 0/Very High 0/XBox-PS4 2/Can It Run Crysis 0)
  715.  
  716. r_UseEdgeAA=1
  717. (Low 0/Medium 1/High 1/Very High 1/XBox-PS4 1/Can It Run Crysis 1)
  718.  
  719. r_RainMaxViewDist_Deferred=150
  720. Sets maximum view distance (in meters) for deferred rain reflection layer
  721. (Low 40/Medium 100/High 150/Very High 150/XBox-PS4 40/Can It Run Crysis 150)
  722.  
  723. r_HDREyeAdaptionCache = 2
  724.  
  725. r_SSReflections=1
  726. Glossy screen space reflections [0/1]
  727. (Low 0/Medium 0/High 1/Very High 1/XBox-PS4 1/Can It Run Crysis 1)
  728. ----------------------------------------------------------------------------------------------------------------------------------------------------------
  729. sys_spec_Particles
  730.  
  731. [default]
  732. ; default of this CVarGroup
  733. = 3
  734.  
  735. e_ParticlesPoolSize = 8192
  736. Particle system pool memory size in KB
  737.  
  738. e_ParticlesEmitterPoolSize = 4096
  739.  
  740. e_ParticlesQuality = 4
  741. Particles detail quality
  742.  
  743. e_ParticlesMaxScreenFill = 128
  744. Screen size max of total particles to draw
  745. (Low 32/Medium 64/High 128/Very High 160/XBox-PS4 32/Can It Run Crysis 1)
  746.  
  747. e_ParticlesObjectCollisions = 2
  748. Enable particle/object collisions for SimpleCollision:
  749. 1 = against static objects only, 2 = dynamic also
  750. (Low 1/Medium 1/High 2/Very High 2/XBox-PS4 2/Can It Run Crysis 2)
  751.  
  752. e_ParticlesMinDrawPixels = 1
  753. Pixel size min per particle -- fade out earlier
  754. (Low 1.5/Medium 1/High 1/Very High 1/XBox-PS4 1.5/Can It Run Crysis 1)
  755.  
  756. r_UseParticlesHalfRes = 0
  757. (Low 1/Medium 1/High 0/Very High 0/XBox-PS4 0/Can It Run Crysis 0)
  758.  
  759. e_ParticlesForceAnimBlend = 1
  760. (Low 0/Medium 0/High 1/Very High 1/XBox-PS4 1/Can It Run Crysis 1)
  761. ----------------------------------------------------------------------------------------------------------------------------------------------------------
  762. sys_spec_Sound
  763.  
  764. [default]
  765. ; default of this CVarGroup
  766. = 3
  767.  
  768. s_MPEGDecoders=32
  769. (Low 24/Medium 32/High 32/Very High 32/XBox-PS4 32/Can It Run Crysis 32)
  770.  
  771. s_Obstruction=1
  772. (Low 2/Medium 1/High 1/Very High 1/XBox-PS4 1/Can It Run Crysis 1)
  773.  
  774. s_ObstructionAccuracy=1
  775.  
  776. s_ObstructionUpdate=0.1
  777. (Low 0.5/Medium 0.2/High 0.1/Very High 0.1/XBox-PS4 0.1/Can It Run Crysis 0.1)
  778.  
  779. s_SoundMoodsDSP=1
  780.  
  781. s_VariationLimiter=1.0
  782. (Low 0.6/Medium 1/High 1/Very High 1/XBox-PS4 1/Can It Run Crysis 1)
  783.  
  784. s_ReverbType=3
  785. (Low 3/Medium 2/High 2/Very High 2/XBox-PS4 2/Can It Run Crysis 2)
  786. ----------------------------------------------------------------------------------------------------------------------------------------------------------
  787. sys_spec_Water
  788.  
  789. [default]
  790. ; default of this CVarGroup
  791. = 3
  792.  
  793. e_WaterTesselationSwathWidth=10
  794.  
  795. r_WaterReflectionsMinVisiblePixelsUpdate = 0.05
  796. Activates water reflections if visible pixels above a certain threshold
  797.  
  798. r_WaterUpdateFactor=0.01
  799. Distance factor for water reflected texture updating.
  800. Usage: r_WaterUpdateFactor 0.01
  801. Default is 0.01. 0 means update every frame
  802. (Low 0.1/Medium 0.5/High 0.01/Very High 0/XBox-PS4 0.1/Can It Run Crysis 0)
  803.  
  804. e_WaterTesselationAmount=10
  805. (Low 6/Medium 7/High 10/Very High 10/XBox-PS4 1/Can It Run Crysis 10)
  806.  
  807. r_WaterUpdateDistance=0.2
  808. (Low 1/Medium 1/High 0.2/Very High 0.2/XBox-PS4 1/Can It Run Crysis 0.2)
  809.  
  810. r_WaterReflectionsQuality=4
  811. Activates water reflections quality setting.
  812. 0 (terrain only), 2 (terrain + particles), 4 (terrain + particles + brushes), 5 (everything)
  813. (Low 2/Medium 2/High 4/Very High 5/XBox-PS4 2/Can It Run Crysis 5)
  814.  
  815. e_WaterOceanFFT=1
  816. Activates fft based ocean
  817. (Low 0/Medium 0/High 1/Very High 1/XBox-PS4 1/Can It Run Crysis 1)
  818.  
  819. q_ShaderWater=2
  820. Defines the shader quality of Water
  821. (Low 1/Medium 1/High 2/Very High 2/XBox-PS4 1/Can It Run Crysis 2)
  822.  
  823. e_WaterTesselationAmountX=10
  824. (Low 10/Medium 10/High 10/Very High 85/XBox-PS4 10/Can It Run Crysis 100)
  825.  
  826. e_WaterTesselationAmountY=10
  827. (Low 10/Medium 10/High 10/Very High 85/XBox-PS4 10/Can It Run Crysis 100)
  828.  
  829. e_TerrainDetailMaterialsViewDistReflectionPassMult=0.3
  830. (Low 0.15/Medium 0.2/High 0.3/Very High 0.5/XBox-PS4 0.3/Can It Run Crysis 1)
  831.  
  832. r_WaterCausticsDistance=100
  833. Toggles under water caustics max distance.
  834. Usage: r_WaterCausticsDistance
  835. Default is 100.0 meters
  836. (Low 100/Medium 100/High 100/Very High 100/XBox-PS4 45/Can It Run Crysis 100)
  837. ----------------------------------------------------------------------------------------------------------------------------------------------------------
  838. sys_spec_GameEffects
  839.  
  840. [default]
  841. ; default of this CVarGroup
  842. = 3
  843.  
  844. i_lighteffects=1
  845. Enable/Disable lights spawned during item effects.
  846.  
  847. mfx_Timeout=0.01
  848. Timeout (in seconds) to avoid playing effects too often
  849.  
  850. g_breakage_mem_limit=1536
  851. Sets a budget for procedurally breakable objects (in KBs)
  852.  
  853. g_battleDust_enable=1
  854. Enable/Disable battledust
  855. (Low 0/Medium 0/High 1/Very High 1/XBox-PS4 0/Can It Run Crysis 1)
  856.  
  857. g_breakageDontReplayTreeBreakage=0
  858. (Low 0/Medium 0/High 0/Very High 0/XBox-PS4 1/Can It Run Crysis 0)
  859.  
  860. ----------------------------------------------------------------------------------------------------------------------------------------------------------
  861. sys_spec_RayTracing
  862.  
  863. [default]
  864. ; default of this CVarGroup
  865. = 3
  866.  
  867. ti_SpecularActive=1
  868. (Low 0/Medium 1/High 1/Very High 1/Can It Run Crysis 1)
  869.  
  870. ti_specularLowResMode=1
  871. (Medium 2/High 1/Very High 1/Can It Run Crysis 0)
  872.  
  873. ti_rt_interlacedY=2
  874. (Medium 2/High 2/Very High 1/Can It Run Crysis 1)
  875.  
  876. ti_SpecularMaxResolution=1080
  877. (Medium 720/High 1080/Very High 1440/Can It Run Crysis 2160)
  878.  
  879. ti_DiffuseMaxResolution=720
  880. (Medium 512/High 720/Very High 1080/Can It Run Crysis 1440)
  881.  
  882. ti_RT_AlphaTest=0
  883. (Medium 0/High 0/Very High 1/Can It Run Crysis 1)
  884.  
  885. ti_SpecularMaxRayDistanceScale=1
  886. (Medium 0.7/High 1/Very High 2/Can It Run Crysis 3)
  887.  
  888. ti_VoxDynamicObjectsExtend=8
  889. (Medium 4/High 8/Very High 16/Can It Run Crysis 32)
  890.  
  891. ti_VoxObjMaxViewDist=16
  892. (Medium 32/High 16/Very High 8/Can It Run Crysis 0)
  893.  
  894. ti_VoxLODRatio=1
  895. (Medium 1/High 1/Very High 1.4/Can It Run Crysis 2)
  896.  
  897. ti_RT_LodRatio=1
  898. (Medium 1/High 1/Very High 0.5/Can It Run Crysis 0.25)
  899.  
  900. ----------------------------------------------------------------------------------------------------------------------------------------------------------
  901. sys_spec_DLSS
  902.  
  903. [default]
  904. ; default of this CVarGroup
  905. = 3
  906.  
  907. r_upscaling=2
  908. (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)
  909.  
  910. r_dlssPerfQuality=1
  911. (Medium 0/High 1/Very High 2/Can It Run Crysis 3 )
  912. ----------------------------------------------------------------------------------------------------------------------------------------------------------
  913. sys_spec_Quality
  914.  
  915. [default]
  916. ; default of this CVarGroup
  917. = 3
  918.  
  919.  
  920. q_Renderer = 2
  921. Defines the quality of Renderer
  922. Usage: q_Renderer 0=low/1=med/2=high/3=very high (default)
  923. (Low 1/Medium 1/High 2/Very High 3/XBox-PS4 3/Can It Run Crysis 3)
  924.  
  925. q_ShaderFX = 2
  926. Defines the shader quality of FX
  927. Usage: q_ShaderFX 0=low/1=med/2=high/3=very high (default)
  928. (Low 1/Medium 1/High 2/Very High 3/XBox-PS4 3/Can It Run Crysis 3)
  929.  
  930. q_ShaderGeneral = 2
  931. Defines the shader quality of General
  932. Usage: q_ShaderGeneral 0=low/1=med/2=high/3=very high (default)
  933. (Low 1/Medium 1/High 2/Very High 3/XBox-PS4 3/Can It Run Crysis 3)
  934.  
  935. q_ShaderGlass = 2
  936. Defines the shader quality of Glass
  937. Usage: q_ShaderGlass 0=low/1=med/2=high/3=very high (default)
  938. (Low 1/Medium 1/High 2/Very High 3/XBox-PS4 3/Can It Run Crysis 3)
  939.  
  940. q_ShaderIce = 2
  941. Defines the shader quality of Ice
  942. Usage: q_ShaderIce 0=low/1=med/2=high/3=very high (default)
  943. (Low 1/Medium 1/High 2/Very High 3/XBox-PS4 3/Can It Run Crysis 3)
  944.  
  945. q_ShaderMetal = 2
  946. Defines the shader quality of Metal
  947. Usage: q_ShaderMetal 0=low/1=med/2=high/3=very high (default)
  948. (Low 1/Medium 1/High 2/Very High 3/XBox-PS4 3/Can It Run Crysis 3)
  949.  
  950. q_ShaderShadow = 2
  951. Defines the shader quality of Shadow
  952. Usage: q_ShaderShadow 0=low/1=med/2=high/3=very high (default)
  953. (Low 1/Medium 1/High 2/Very High 3/XBox-PS4 3/Can It Run Crysis 3)
  954.  
  955. q_ShaderSky = 2
  956. Defines the shader quality of Sky
  957. Usage: q_ShaderSky 0=low/1=med/2=high/3=very high (default)
  958. (Low 1/Medium 1/High 2/Very High 3/XBox-PS4 3/Can It Run Crysis 3)
  959.  
  960. q_ShaderTerrain = 2
  961. Defines the shader quality of Terrain
  962. Usage: q_ShaderTerrain 0=low/1=med/2=high/3=very high (default)
  963. (Low 1/Medium 1/High 2/Very High 3/XBox-PS4 3/Can It Run Crysis 3)
  964.  
  965. q_ShaderVegetation = 2
  966. Defines the shader quality of Vegetation
  967. Usage: q_ShaderVegetation 0=low/1=med/2=high/3=very high (default)
  968. (Low 1/Medium 1/High 2/Very High 3/XBox-PS4 3/Can It Run Crysis 3)
  969.  
  970. ----------------------------------------------------------------------------------------------------------------------------------------------------------
  971. sys_spec_Vegetation
  972.  
  973. [default]
  974. ; default of this CVarGroup
  975. = 3
  976.  
  977. e_VegetationMinPixDist=100
  978. (Low 100/Medium 100/High 100/Very High 100/XBox-PS4 50/Can It Run Crysis 100)
  979.  
  980. e_VegetationBendingLods=4
  981. (Low 4/Medium 4/High 4/Very High 4/XBox-PS4 1/Can It Run Crysis 4)
  982.  
  983. e_ViewDistRatioVegetation=100
  984. View distance ratio for vegetation
  985. (Low 30/Medium 35/High 100/Very High 125/XBox-PS4 35/Can It Run Crysis 200)
  986.  
  987. e_VegetationSprites=1
  988.  
  989. e_VegetationSpritesDistanceCustomRatioMin=1
  990. (Low 0.6/Medium 1/High 1/Very High 1/XBox-PS4 0.1/Can It Run Crysis 1)
  991.  
  992. e_VegetationSpritesDistanceRatio=1.5
  993. (Low 1/Medium 1/High 1.5/Very High 1.5/XBox-PS4 1/Can It Run Crysis 2.25)
  994.  
  995. e_VegetationSpritesDistanceRatioExtra=1
  996.  
  997. e_VegetationMinSize=0
  998. Minimal size of static object, smaller objects will be not rendered
  999. (Low 0.5/Medium 0/High 0/Very High 0/XBox-PS4 0/Can It Run Crysis 0)
  1000. ----------------------------------------------------------------------------------------------------------------------------------------------------------
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