It might result in visual glitches, but I did a quick test with cl_fov=65 (in my autoexec) and I didn't immediately see any. "if fovNum higher than 60, then cl_fpbody 0", well, turn that also to 2 (in both sections) and now you can still have your first person body and shadow along with your higher fov. If(tonumber(System.GetCVar("sv_port")) ~= 2) thenįovNum = tonumber(System.GetCVar("cl_fov")) Įlseif(System.GetCVar("sv_port") = 1) then ![]() Implement a nicer version with flowgraph integration soon. The game is still not perfectly optimized, in many places even with a higher resolution (1080p evn in some of my experiments) I can get 60fps, but still, the drops in others meant I lowered it to maintain more consistently that 60fps (RAM & VRAM are probably my bigger bottlenecks for stuff like that). So that's my rationale, have everything on, then I went through the sys_spec configs, and started copying lines that I saw fitting to tweak down without losing the baby with the bathwater. The "Can it run Crysis" (6 in sys_specs) seems like only an increase in quantity stuff, so don't feel bad if you can't run with those, it's not like a shift from some other settings where a bump from medium to high can not only mean just higher resolution textures or more particles, but the difference between the game enabling reflections, or parallax occlusion mapping, or dynamic shadows from certain light sources. Now, these are my personal cvars to get the visual quality I want beyond the main menu options. Ti_UseApiBackedRaytracing=1, I took that from PCGW, for hardware accelerated RTX in case of performance problems. (I tried e_hwocclusioncullingobbjects or something like that, but that was buggy, screen flashed, so leave that at 0) TerrainAO, was off by default, don't know why, on I see no visual glitches. Those disable some annoying screen effects when you're hit.ĭisabling anti aliasing is a personal choice, it does result in more jaggies, especially with DLSS on, but that's the cost of experiencing the only actually new flashy visuals the Remaster has to offer, raytracing, for my laptop.ĭLSS Sharpness was by default off, I've seen better implementations of DLSS sharpness, in Doom Eternal for instance, but I still prefer it to not having it, the sharpness amount is also custom. To see what I mean, go to C:\Program Files (x86)\Steam\steamapps\common\Crysis Remastered\Engine\Config\CVarGroups (or where your C:R is installed) and open up one of the cfg files, like see the contents inside the sys_spec_water.cfg file, compare to mine above, you'll see it's a mixture of settings, making sure stuff is enabled, watershader at the highest, reflectionsquality at their highest to avoid losing some fancy shader, but then the values for tesselation and such a middleground between 3 & 4, high and very high. Placing that close to the top first forces all settings at the "Very high", the "Can it run Crysis" settings (6) are mainly just longer draw distances and more particle effects and dynamic lights and such, so with 4 I'm already getting all the stuff from the original Crysis enabled, and the new stuff like ray tracing.Įverything below just customizes elements, I turned stuff down but not off, to still retain the look of the game at acceptable performance for my laptop. Now, working down the rationale behind my choices. NVIDIA GeForce RTX 3050 Laptop GPU 4GBVRAM ![]() With those I have mostly 60fps 99% of the time, some minor dips when turning around and moving as it's clearly loading stuff.ġ1th Gen Intel(R) Core(TM) i5-11400H 2.70GHz (12 CPUs), ~2.7GHz Some above are not not necessary like resolution, vsync, "g_blood", those are saved in the options menu when you use them, I mainly placed them there to give a full picture of what settings I'm playing at. Experimental CPU utilization optimizations WIP Experimental RT Boost mode (helps with flickering reflections)Į_VegetationSpritesDistanceCustomRatioMin=0.66Į_TerrainDetailMaterialsViewDistReflectionPassMult=0.4 ![]()
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