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  #681  
Old 10-27-2007, 03:12 PM
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well a reinstall solved my wee problem from earlier.

Im now running in DX10 mode (shaders very high, post processing very high) all other settings at high, no AA @ 1680*1050 and its perfectly playable for me.

Playing on Delta the game is a good challenge only becoming a little easier wihen you do the old cloak, kill, cloak method.

Im wondering if my past troubles were to do with mucking about in the sandbox mode, anyway i still havent completed the demo, infact i dont think ive got past the 2nd village yet im just having so much fun trying different tactics. (had a hilarious moment when i used the tranquiliser dart on the korean who is taking a piss and he fell forward into the water while still holding onto his tackle )
  #682  
Old 10-27-2007, 03:20 PM
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Has anyone else investigated the AA settings? I could not enable AA at all with the ingame graphics options, always reset to off. And if you look at the screenshot of the console it does display that all AA settings are off. I have attached some shots of the console after enableing the AA this way. Also a shot of the console showing errors, which it does alot of, kind of a 3D effect in the console it seems. The only way I have found so far to enable some of the AA settings is by editing the attributes xml file found here in the default location:"C:\Documents and Settings\"your name"\My Documents\My Games\Crysis_SP_DEMO\Profiles\"your profile name"\attributes.xml". The differences between the default and my "custom" profile are as follows:
default:
<Attributes Version="7">
<Attr name="Activated" value="0"/>
<Attr name="Option.fsaa_mode" value=""/>(no value for me at default)
<Attr name="Option.hud_colorLine" value="5079987"/>
<Attr name="Option.hud_colorOver" value="5938225"/>
<Attr name="Option.hud_colorText" value="7906489"/>
<Attr name="OptionCfg.g_quickGame_map" value=""/>
<Attr name="OptionCfg.r_Height" value="1050"/>
<Attr name="OptionCfg.r_Width" value="1680"/>
<Attr name="OptionCfg.sys_spec_GameEffects" value="3"/>
<Attr name="OptionCfg.sys_spec_ObjectDetail" value="3"/>
<Attr name="OptionCfg.sys_spec_Particles" value="3"/>
<Attr name="OptionCfg.sys_spec_Physics" value="3"/>
<Attr name="OptionCfg.sys_spec_PostProcessing" value="3"/>
<Attr name="OptionCfg.sys_spec_Shading" value="2"/>
<Attr name="OptionCfg.sys_spec_Shadows" value="3"/>
<Attr name="OptionCfg.sys_spec_Sound" value="2"/>
<Attr name="OptionCfg.sys_spec_Texture" value="2"/>
<Attr name="OptionCfg.sys_spec_VolumetricEffects" value="2"/>
<Attr name="OptionCfg.sys_spec_Water" value="3"/>
<Attr name="Singleplayer.LastSavedGame" value="09_Contact_41m_30s.CRYSISJMSF"/>
<Attr name="Singleplayer.SaveRunningID" value="10"/>
</Attributes>
My Profile:
<Attributes Version="7">
<Attr name="Activated" value="1"/>
<Attr name="Option.fsaa_mode" value="2x"/>
<Attr name="Option.fsaa_quality" value="2"/>
(I added this one but doesnt seem to "take")
<Attr name="Option.hud_colorLine" value="5079987"/>
<Attr name="Option.hud_colorOver" value="5938225"/>
<Attr name="Option.hud_colorText" value="7906489"/>
<Attr name="OptionCfg.g_quickGame_map" value=""/>
<Attr name="OptionCfg.r_Height" value="1050"/>
<Attr name="OptionCfg.r_Width" value="1680"/>
<Attr name="OptionCfg.sys_spec_GameEffects" value="3"/>
<Attr name="OptionCfg.sys_spec_MotionBlur" value="0"/>
<Attr name="OptionCfg.sys_spec_ObjectDetail" value="3"/>
<Attr name="OptionCfg.sys_spec_Particles" value="3"/>
<Attr name="OptionCfg.sys_spec_Physics" value="3"/>
<Attr name="OptionCfg.sys_spec_PostProcessing" value="3"/>
<Attr name="OptionCfg.sys_spec_Shading" value="3"/>
<Attr name="OptionCfg.sys_spec_Shadows" value="3"/>
<Attr name="OptionCfg.sys_spec_Sound" value="2"/>
<Attr name="OptionCfg.sys_spec_Texture" value="2"/>
<Attr name="OptionCfg.sys_spec_VolumetricEffects" value="2"/>
<Attr name="OptionCfg.sys_spec_Water" value="3"/>
<Attr name="Singleplayer.LastSavedGame" value="1"/>
<Attr name="Singleplayer.SaveRunningID" value="10"/>
</Attributes>
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  #683  
Old 10-27-2007, 05:05 PM
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I wont even try to enable AA, because I dont get the same performance as others with my card. I put everything on high and got about 13 fps
Im running on VISTA and i think its on DX10, or is it dx10 only when i have some settings on very high ? I´d like to test on dx9 anyway and see if i get some more reasonable frames.
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  #684  
Old 10-27-2007, 06:01 PM
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a few tips for those messing with the editor.

Editor Hints and Tips

Installing the editor
Firstly, you need to install the editor. This is found at:

Program Files\Electronic Arts\Crytek\Crysis SP Demo\Sandbox2 Installer

Secondly you need to run the editor, this is not done from in the game. The editor runs as a window. You will find the editor in:

Program Files\Electronic Arts\Crytek\Crysis SP Demo\Bin32\Editor.exe

Loading in a map
Firstly you need to load in the map, so go to file, open and go to islands (you should alread be in the levels folder, under game), one is called island.cry this is the demo level and theres also the MP map from the beta called shore.cry. An interesting point is you can add AI to the shore map and it provides a good idea of basic level editing.
This will take a while to load, as its loading all of the map info, but if you havnt edited a map before this loading is hardly anything and is amazing considering the scale of what its loading.

Navigating the map
CryEditor gives you an amazing real time display of whats going on in your map, but imagine the world is in pause until you get in-game. To move around this map use WASD as you would any FPS. Other controls include holding right click and rotating with the mouse to move your view. Scrolling the mouse wheel will zoom in and out. Holding the mouse wheel down and moving the mouse up/down will change your elevation.

Getting in-game
The wonderful thing with cryeditor is the immediate drop-in. This is done with ctrl+g. Be careful you will literally drop in from your view, so if your miles high you will die. Get the view near the ground.

Adding Items
On the right of the screen are your main tools. You should be on Objects, where you will see Entities. This are things you can add to a level. You can drag any of these items into the map, its best to do this near the ground at eye level, otherwise you can have items added below the map. If you cant find an item but know it is on the map then you can always duplicate that item. You can do this by clicking the item in the main window. Make sure you do not have anything on the right tools selected otherwise you cant select items. Then press ctrl+c to duplicate the item.

Moving items
At the top of the screen you should see a pointer selected. The tools next to this dictate move, scale, rotate etc. In order to move anything in the game select the move tool and put your mouse over an item. You should see several axis on which you can control. You can control multiple axis at a time by hovering over the square between two axis. Then simply left click and hold and drag.


That should get you started for now.

The more i look at it the Sandbox is going to keep this game alive for so long to come.
  #685  
Old 10-27-2007, 06:04 PM
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Quote:
Originally Posted by Killer-Carrot View Post
Im running on VISTA and i think its on DX10, or is it dx10 only when i have some settings on very high ?
The assumption at the moment is that Very High = DX10, because the highest possible option in XP is High, and Very High is greyed out. So unless there's some other factor at play, then Very High in Vista = DX10. It could be that Vista is automatically running in DX10 mode all the time, but we are assuming that only when set to Very High do DX10-exclusive effects come into play.

As further confirmation of this, if you look closely at the screenshot comparisons I posted earlier, things like "God Rays" are visible around the vegetation, as well as improved clouds, better HDR and more subtle shader effects only in Very High mode. These types of volumetric lighting and shader effects seem to be the same kind that set DX9 and DX10 apart in games like World in Conflict for example.

Again, I will look at this more closely when I examine Crysis in detail, to see whether it's only certain settings which utilize DX10 when set to Very High. But for now, when people talk about "DX10 mode" in Crysis, it can be assumed they mean Very High, and when enabled, usually drops FPS quite noticeably.
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  #686  
Old 10-27-2007, 06:15 PM
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From what I know DX10 is automatically enabled if the OS and video card supports it and I think there are commands to force the game to use either DX9 or DX10 though I don't know the commands yet.
(Mentioned by another user a page back in this thread.)

The "Very High" setting isn't exactly exclusive to vista either since, as I mentioned, one can just copy/paste the values under the [4] section in the graphics config files and overwrite one ofthe other sections and then choose that quality via the ingame options.
(Personally I replaced the [3]/High.)

It worked quite well but as seen by my screens I had to lower resolution to 1024x768 instead of 1280x1024.
(Monitors native res on this computer is 1920x1200 but that's impossible with these specifications - 7800GTX, X2 4400, X-Fi and 2GB DDR2.)

Ofcourse as mentioned as XP is DX9 the shaders will be different wich will affect how the game looks so "Very High" under XP will look a bit different than "Very High" on Vista.
(I don't remember all the settings that differed between [3]/High and [4]/VeryHigh but there were quite a few of them such as better DoF quality, water quality, shadow quality, texture quality, lighting quality, motion blur, Edge AA, Parallax mapping and a ton of other settings as there's quite a few CFG files that need to be adjusted and each of them controll a specific thing aside from the first one wich controlls what quality is what and how they are choosen.)

EDIT: Also, as mentioned I do think that certain textures were quite bad such as the ground when the PoM shader is active but overall the game looks great.
(Parallax Occlussion Mapping - those rocks on the beach that appear to pop out of the ground to name one example or the debri on the ground in the forests.)



Face quality is great for important characters albeit the suit texture is a little blurry.
(Not really noticable aside from still pictures like this and the intro.)
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Last edited by Jonas Beckman : 10-27-2007 at 06:21 PM.
  #687  
Old 10-27-2007, 06:15 PM
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I can enable Very High for shaders (DX10) and post processing, the rest on high and it seems ok. I did toy with other settings, i find Medium shadows gives the best payoff all the other settings seem to be negligable aside from AA of course.

With very high shaders and post processing you seem to get the full glare of the sun, also under water you get diffused rays from the sun or moon etc all in all it looks amazing. This game just keeps suprising me with little details much like koro said. Once thing i havent mastered is quickly switching modes such as sprinting then switch to strength to do a huge super jump.

Aside from the tranquiliser dart i added the sniper scope from the editor to the forest clearing just before the first village and it adds a new aspect to the demo.

Also for the first time after the first village i followed the dirt track rather than the beach, i was promptly killed by 3 logs rolling down a hill which blew up my jeep. I dunno if the AI dislodged them to ambush me but thats how it felt at the time as i sat in awe.

Also im beginning to prefer delta mode, seems more natural without the crosshair or nade indicator etc, and the nemy speaking in korean etc.

Theres so much content of the back story there too with some great little sound bites on radio and newspaper articles.

Do you guys get the idea im enjoying this
  #688  
Old 10-27-2007, 06:54 PM
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I'm kind of enjoying it, but it's now 6:54am here in Australia and I still haven't gone to bed, so I'm a bit exhausted

Ok firstly on the DX9 vs. DX10 front, I thought I'd go and clarify this properly. I started up Crysis in Vista and remembering that r_displayinfo 1 actually says whether the game is running in DX9 or DX10, I tested the game at High and Very High, and it turns out that Vista is always running in DX10 mode:

On the left is DX10 Very High, on the right is High, and it still says DX10:



Then I entered the command r_driver=DX9 in my System.cfg file, and as expected, it forces Crysis in Vista to run in DX9 mode, as confirmed by this screenshot noting exactly that:



This seems to improve performance slightly according to the FPS shown at the top right, but that may just be due to other factors. In DX9 mode in Vista, you can't enable Very High in the in-game menu anymore, as just like XP it gets greyed out.

So basically Very High is exclusive to DX10, but it doesn't force DX10 as such, and as Jonas points out, although you can force Very High in XP as well, it's not exactly the same thing as it is in Vista. More details and comparison shots on that here.


Then, interestingly enough, a reader called Laurencio sent me a very nice piece of information - by adding con_restricted=0 to your System.cfg file, you can now use all the various Crysis commands in the console, such as r_motionblur, etc. I tested this and it seems to work, so now most if not all the commands should be able to be dynamically tested in the console before you choose to apply them in your system.cfg.

Even better, he provided a list of all the commands from the Sandbox Editor, and I tidied them up and am posting them below:

Code:
aa_maxDist ac_animErrorClamp ac_animErrorMaxAngle ac_animErrorMaxDistance ac_clampTimeAnimation ac_clampTimeEntity ac_ColliderModeAI ac_ColliderModePlayer ac_debugAnimEffects ac_debugAnimError ac_debugAnimTarget ac_debugCarryCorrection ac_debugColliderMode ac_debugEntityParams ac_DebugFilter ac_debugFutureAnimPath ac_debugLocations ac_debugLocationsGraphs ac_debugMotionParams ac_debugMovementControlMethods ac_debugPrediction ac_debugSelection ac_debugSelectionParams ac_debugText ac_debugTweakTrajectoryFit ac_debugXXXValues ac_disableFancyTransitions ac_disableSlidingContactEvents ac_enableExtraSolidCollider ac_enableProceduralLeaning ac_entityAnimClamp ac_forceSimpleMovement ac_frametime ac_movementControlMethodFilter ac_movementControlMethodHor ac_movementControlMethodVer ac_predictionProbabilityOri ac_predictionProbabilityPos ac_predictionSmoothingOri ac_predictionSmoothingPos ac_targetcorrectiontimescale ac_templateMCMs ac_triggercorrectiontimescale ag_action ag_adjustToCatchUp ag_averageTravelSpeed ag_breakmode ag_breakOnQuery ag_debug ag_debugErrors ag_debugExactPos ag_debugLayer ag_debugMusic ag_drawActorPos ag_ep_correctMovement ag_ep_showPath ag_forceAdjust ag_forceInsideErrorDisc ag_fpAnimPop ag_humanBlending ag_item ag_lockToEntity ag_log ag_logeffects ag_logselections ag_logsounds ag_logtransitions ag_log_entity ag_measureActualSpeeds ag_physErrorInnerRadiusFactor ag_physErrorMaxOuterRadius ag_physErrorMinOuterRadius ag_physErrorOuterRadiusFactor ag_queue ag_safeExactPositioning ag_showmovement ag_showPhysSync ag_signal ag_stance aim_assistAimEnabled aim_assistAutoCoeff aim_assistCrosshairDebug aim_assistCrosshairSize aim_assistMaxDistance aim_assistRestrictionTimeout aim_assistSearchBox aim_assistSingleCoeff aim_assistSnapDistance aim_assistTriggerEnabled aim_assistVerticalScale ai_AdjustPathsAroundDynamicObstacles ai_AgentStatsDist ai_AllowAccuracyDecrease ai_AllowAccuracyIncrease ai_AllTime ai_AmbientFireQuota ai_AmbientFireUpdateInterval ai_AttemptStraightPath ai_Autobalance ai_BannedNavSoTime ai_BeautifyPath ai_BigBrushCheckLimitSize ai_CloakIncrementMod ai_CloakMaxDist ai_CloakMinDist ai_CrowdControlInPathfind ai_DebugDraw ai_DebugDrawAdaptiveUrgency ai_DebugDrawAmbientFire ai_DebugDrawAStarOpenList ai_DebugDrawBannedNavsos ai_DebugDrawBulletEvents ai_DebugDrawCollisionEvents ai_DebugDrawCrowdControl ai_DebugDrawDamageControl ai_DebugDrawDamageParts ai_DebugDrawDeadBodies ai_DebugDrawDynamicHideObjectsRange ai_DebugDrawExpensiveAccessoryQuota ai_DebugDrawGrenadeEvents ai_DebugDrawHashSpaceAround ai_DebugDrawHidespotRange ai_DebugDrawLightLevel ai_DebugDrawObstrSpheres ai_DebugDrawPlayerActions ai_DebugDrawReinforcements ai_DebugDrawSoundEvents ai_DebugDrawStanceSize ai_DebugDrawVegetationCollisionDist ai_DebugDrawVolumeVoxels ai_DebugInterestSystem ai_DebugPathfinding ai_DebugTargetSilhouette ai_DrawagentFOV ai_DrawAreas ai_DrawBadAnchors ai_DrawDistanceLUT ai_DrawExplosions ai_DrawFakeDamageInd ai_DrawFakeHitEffects ai_DrawFakeTracers ai_DrawFormations ai_DrawGetEnclosingFailures ai_DrawGoals ai_DrawGroup ai_DrawGroupTactic ai_DrawHidespots ai_DrawModifiers ai_DrawNode ai_DrawNodeLinkCutoff ai_DrawNodeLinkType ai_DrawOffset ai_DrawPath ai_DrawPathAdjustment ai_DrawPatterns ai_DrawProbableTarget ai_DrawRadar ai_DrawRadarDist ai_DrawReadibilities ai_DrawRefPoints ai_DrawShooting ai_DrawSmartObjects ai_DrawStats ai_DrawTargets ai_DrawTrajectory ai_DrawType ai_DrawUpdate ai_DrawVisCheckQueue ai_DynamicTriangularUpdateTime ai_DynamicVolumeUpdateTime ai_DynamicWaypointUpdateTime ai_EnableAsserts ai_EnableWarningsErrors ai_ExtraForbiddenRadiusDuringBeautification ai_ExtraRadiusDuringBeautification ai_ExtraVehicleAvoidanceRadiusBig ai_ExtraVehicleAvoidanceRadiusSmall ai_ForceAllowStrafing ai_ForceLookAimTarget ai_ForceStance ai_HideDraw ai_IgnorePlayer ai_IgnoreVisibilityChecks ai_IncludeNonColEntitiesInNavigation ai_InterestDetectMovement ai_InterestEnableScan ai_InterestScalingAmbient ai_InterestScalingEyeCatching ai_InterestScalingMovement ai_InterestScalingScan ai_InterestScalingView ai_InterestSwitchBoost ai_InterestSystem ai_Locate ai_LogConsoleVerbosity ai_LogFileVerbosity ai_LogSignals ai_MaxSignalDuration ai_MaxVisRaysPerFrame ai_MovementSpeedDarkIllumMod ai_MovementSpeedMediumIllumMod ai_NoUpdate ai_ObstacleSizeThreshold ai_OverlayMessageDuration ai_PathfinderUpdateTime ai_PathfindTimeLimit ai_PredictivePathFollowing ai_ProfileGoals ai_ProtoROD ai_ProtoRODAffectMove ai_ProtoRODAliveTime ai_ProtoRODFireRange ai_ProtoRODGrenades ai_ProtoRODHealthGraph ai_ProtoRODLogScale ai_ProtoRODReactionTime ai_ProtoRODRegenTime ai_ProtoRODSilhuette ai_ProtoRODSpeedMod ai_PuppetDirSpeedControl ai_RadiusForAutoForbidden ai_Recorder ai_Recorder_Buffer ai_RecordFilter ai_RecordLog ai_RODAliveTime ai_RODAmbientFireInc ai_RODCombatRangeMod ai_RODCoverFireTimeMod ai_RODDirInc ai_RODKillRangeMod ai_RODKillZoneInc ai_RODLowHealthMercyTime ai_RODMoveInc ai_RODReactionDarkIllumInc ai_RODReactionDirInc ai_RODReactionDistInc ai_RODReactionLeanInc ai_RODReactionMediumIllumInc ai_RODReactionTime ai_RODStanceInc ai_SightRangeDarkIllumMod ai_SightRangeMediumIllumMod ai_SimpleWayptPassability ai_SmartObjectUpdateTime ai_SOMSpeedCombat ai_SOMSpeedRelaxed ai_SoundPerception ai_StatsTarget ai_SteepSlopeAcrossValue ai_SteepSlopeUpValue ai_SystemUpdate ai_ThreadedVolumeNavPreprocess ai_TickCounter ai_UpdateAllAlways ai_UpdateInterval ai_UpdateProxy ai_UseAlternativeReadability ai_UseCalculationStopperCounter ai_UseObjectPosWithExactPos ai_WaterOcclusion aln_debug_filter aln_debug_movement ban_timeout capture_file_format capture_folder capture_frames ca_AimIKFadeout ca_AnimationsUsageStatistics ca_AnimWarningLevel ca_AttachmentCullingRation ca_CharEditModel ca_DeathBlendTime ca_DebugAnimUpdates ca_DebugAnimUsage ca_debugCaps ca_DebugFacial ca_DebugFacialEyes ca_DebugFootPlants ca_DebugModelCache ca_DebugSkeletonEffects ca_DebugText ca_DecalSizeMultiplier ca_DisableAnimEvents ca_DrawAimPoses ca_DrawAttachmentOBB ca_DrawAttachments ca_DrawBBox ca_DrawBinormals ca_DrawBodyMoveDir ca_DrawCharacter ca_DrawDecalsBBoxes ca_DrawEmptyAttachments ca_DrawFaceAttachments ca_DrawFootPlants ca_DrawIdle2MoveDir ca_DrawLookIK ca_DrawMotionBlurTest ca_DrawNormals ca_DrawPositionPost ca_DrawPositionPre ca_DrawSkeleton ca_DrawTangents ca_DrawWireframe ca_DumpAssetStatistics ca_EnableAnimationLog ca_EnableAssetStrafing ca_EnableAssetTurning ca_EnableCoolReweighting ca_EnableCoolTransitions ca_eyes_procedural ca_FacialAnimationRadius ca_FootAnchoring ca_ForceNullAnimation ca_FPWeaponInCamSpace ca_GameControlledStrafing ca_GroundAlignment ca_JustRootUpdate ca_KeepModels ca_lipsync_debug ca_lipsync_phoneme_crossfade ca_lipsync_phoneme_offset ca_lipsync_phoneme_strength ca_lipsync_vertex_drag ca_LoadDatabase ca_LoadUncompressedChunks ca_lod_ratio ca_LogAnimation ca_MemoryUsageLog ca_NoAnim ca_NoDeform ca_PrintDesiredSpeed ca_Profile ca_RandomScaling ca_SaveAABB ca_SphericalSkinning ca_travelSpeedScaleMax ca_travelSpeedScaleMin ca_UnloadAimPoses ca_UseAimIK ca_UseAnimationsCache ca_UseDecals ca_UseFacialAnimation ca_UseLookIK ca_UseMorph ca_UsePhysics cl_actorsafemode cl_bandwidth cl_bob cl_camera_nearz cl_camera_noise cl_camera_noise_freq cl_crouchToggle cl_debugFreezeShake cl_debugSwimming cl_fov cl_fpBody cl_frozenAngleMax cl_frozenAngleMin cl_frozenKeyMult cl_frozenMouseMult cl_frozenSensMax cl_frozenSensMin cl_frozenSoundDelta cl_frozenSteps cl_gs_cdkey cl_gs_email cl_gs_nick cl_gs_password cl_headBob cl_headBobLimit cl_hitBlur cl_hitShake cl_hud cl_invertController cl_invertMouse cl_motionBlur cl_nearPlane cl_packetRate cl_righthand cl_screeneffects cl_sensitivity cl_sensitivityZeroG cl_serveraddr cl_serverpassword cl_serverport cl_shallowWaterDepthHi cl_shallowWaterDepthLo cl_shallowWaterSpeedMulAI cl_shallowWaterSpeedMulPlayer cl_sprintBlur cl_sprintShake cl_strengthscale cl_tpvDist cl_tpvYaw cl_voice_recording cl_voice_volume con_debug con_display_last_messages con_line_buffer_size con_restricted con_showonload c_shakeMult d3d10_CBUpdateMethod d3d10_CBUpdateStats d3d10_NumStagingBuffers d3d9_AllowSoftware d3d9_ClipPlanes d3d9_debugruntime d3d9_ForceSoftware d3d9_IBPools d3d9_IBPoolSize d3d9_NullRefDevice d3d9_NVPerfHUD d3d9_pip_buff_size d3d9_rb_Tris d3d9_rb_Verts d3d9_ResetDeviceAfterLoading d3d9_TextureFilter d3d9_TripleBuffering d3d9_VBPools d3d9_VBPoolSize demo_ai demo_file demo_fixed_timestep demo_max_frames demo_noinfo demo_num_runs demo_panormaic demo_profile demo_quit demo_restart_level demo_savestats demo_screenshot_frame demo_scroll_pause demo_time_of_day demo_vtune doc_validate_surface_types ds_AutoReloadScripts ds_LoadExcelScripts ds_LoadSoundsSync ds_LogLevel ds_PrecacheSounds ds_WarnOnMissingLoc dt_enable dt_meleeTime dt_time ed_killmemory_size es_activateEntity es_bboxes es_CharZOffsetSpeed es_deactivateEntity es_DebrisLifetimeScale es_debug es_DebugEvents es_DebugFindEntity es_DebugTimers es_debug_not_seen_timeout es_DrawAreaGrid es_DrawAreas es_enable_full_script_save es_FarPhysTimeout es_helpers es_HitCharacters es_HitDeadBodies es_ImpulseScale es_log_collisions es_MaxImpulseAdjMass es_MaxPhysDist es_MaxPhysDistInvisible es_MinImpulseVel es_not_seen_timeout es_OnDemandPhysics es_profileentities es_removeEntity es_sortupdatesbyclass es_SplashThreshold es_SplashTimeout es_UpdateAI es_UpdateCollision es_UpdateCollisionScript es_UpdateContainer es_UpdateEntities es_UpdatePhysics es_UpdateScript es_UpdateTimer es_UsePhysVisibilityChecks es_VisCheckForUpdate ExitOnQuit e_allow_cvars_serialization e_ambient_occlusion e_bboxes e_brushes e_cbuffer e_cbuffer_bias e_cbuffer_clip_planes_num e_cbuffer_debug e_cbuffer_debug_draw_scale e_cbuffer_debug_freeze e_cbuffer_draw_occluders e_cbuffer_hw e_cbuffer_lazy_test e_cbuffer_lc e_cbuffer_lights_debug_side e_cbuffer_max_add_render_mesh_time e_cbuffer_occluders_lod_ratio e_cbuffer_occluders_test_min_tris_num e_cbuffer_occluders_view_dist_ratio e_cbuffer_resolution e_cbuffer_terrain e_cbuffer_terrain_elevation_shift e_cbuffer_terrain_lod_ratio e_cbuffer_terrain_lod_shift e_cbuffer_terrain_max_distance e_cbuffer_test_mode e_cbuffer_tree_debug e_cbuffer_tree_depth e_cbuffer_version e_clouds e_cull_lights_per_triangle_min_obj_radius e_cull_veg_activation e_debug_draw e_debug_lights e_debug_mask e_decals e_decals_allow_game_decals e_decals_clip e_decals_hit_cache e_decals_life_time_scale e_decals_merge e_decals_neighbor_max_life_time e_decals_overlapping e_decals_precreate e_decals_range e_decals_wrap_around_min_size e_default_material e_deformable_objects e_detail_materials e_detail_materials_debug e_detail_materials_view_dist_xy e_detail_materials_view_dist_z e_detail_objects e_dissolve e_dissolve_transition_threshold e_dissolve_transition_time e_dynamic_light e_dynamic_light_consistent_sort_order e_dynamic_light_frame_id_vis_test e_entities e_EntitySuppressionLevel e_flocks e_flocks_hunt e_fog e_fogvolumes e_foliage_branches_damping e_foliage_branches_stiffness e_foliage_branches_timeout e_foliage_broken_branches_damping e_foliage_stiffness e_foliage_wind_activation_dist e_force_detail_level_for_resolution e_gsm_cache e_gsm_cache_lod_offset e_gsm_combined e_gsm_depth_bounds_debug e_gsm_lods_num e_gsm_range e_gsm_range_step e_gsm_range_step_terrain e_gsm_scatter_lod_dist e_gsm_stats e_gsm_view_space e_hw_occlusion_culling_objects e_hw_occlusion_culling_water e_joint_strength_scale e_level_auto_precache_camera_jump_dist e_level_auto_precache_terrain_and_proc_veget e_level_auto_precache_textures_and_shaders e_lods e_lod_max e_lod_min e_lod_min_tris e_lod_ratio e_lowspec_mode e_materials e_max_entity_lights e_max_view_dst e_max_view_dst_full_dist_cam_height e_max_view_dst_spec_lerp e_mesh_simplify e_obj e_obj_fast_register e_obj_quality e_obj_stats e_obj_tree_max_node_size e_obj_tree_min_node_size e_occlusion_culling_view_dist_ratio e_occlusion_volumes e_occlusion_volumes_view_dist_ratio e_on_demand_maxsize e_on_demand_physics e_particles e_particles_debug e_particles_lights e_particles_lod e_particles_max_emitter_draw_screen e_particles_min_draw_pixels e_particles_object_collisions e_particles_preload e_particles_quality e_particles_receive_shadows e_particles_thread e_phys_foliage e_phys_ocean_cell e_portals e_portals_big_entities_fix e_precache_level e_proc_vegetation e_proc_vegetation_max_view_distance e_profile_level_loading e_ram_DumpDXF e_ram_maps e_recursion e_recursion_occlusion_culling e_recursion_view_dist_ratio e_render e_roads e_ropes e_scene_merging e_scene_merging_compact_vertices e_scene_merging_max_time_ms e_scene_merging_max_tris_in_chunk e_scene_merging_min_merge_distance e_scene_merging_show_onlymerged e_scissor_debug e_screenshot e_screenshot_debug e_screenshot_file_format e_screenshot_height e_screenshot_map_camheight e_screenshot_map_center_x e_screenshot_map_center_y e_screenshot_map_size_x e_screenshot_map_size_y e_screenshot_min_slices e_screenshot_quality e_screenshot_width e_shadows e_shadows_cast_view_dist_ratio e_shadows_clouds e_shadows_debug e_shadows_from_terrain_in_all_lods e_shadows_frustums e_shadows_max_texture_size e_shadows_occ_check e_shadows_occ_cutCaster e_shadows_on_alpha_blended e_shadows_slope_bias e_shadows_water e_sketch_mode e_sky_box e_sky_quality e_sky_type e_sky_update_rate e_sleep e_stat_obj_merge e_stream_areas e_stream_cgf e_stream_for_physics e_stream_for_visuals e_sun e_sun_angle_snap_dot e_sun_angle_snap_sec e_sun_clipplane_range e_terrain e_terrain_ao e_terrain_bboxes e_terrain_deformations e_terrain_draw_this_sector_only e_terrain_lm_gen_threshold e_terrain_lod_ratio e_terrain_log e_terrain_normal_map e_terrain_occlusion_culling e_terrain_occlusion_culling_debug e_terrain_occlusion_culling_max_dist e_terrain_occlusion_culling_max_steps e_terrain_occlusion_culling_precision e_terrain_occlusion_culling_precision_dist_ratio e_terrain_occlusion_culling_step_size e_terrain_occlusion_culling_step_size_delta e_terrain_occlusion_culling_version e_terrain_texture_debug e_terrain_texture_lod_ratio e_terrain_texture_streaming_debug e_timedemo_frames e_timer_debug e_time_of_day e_time_of_day_speed e_time_smoothing e_vegetation e_vegetation_alpha_blend e_vegetation_bending e_vegetation_mem_sort_test e_vegetation_min_size e_vegetation_node_level e_vegetation_sphericalskinning e_vegetation_sprites e_vegetation_sprites_distance_custom_ratio_min e_vegetation_sprites_distance_ratio e_vegetation_sprites_min_distance e_vegetation_static_instancing e_vegetation_use_terrain_color e_vegetation_wind e_view_dist_custom_ratio e_view_dist_min e_view_dist_ratio e_view_dist_ratio_detail e_view_dist_ratio_vegetation e_volobj_shadow_strength e_voxel e_voxel_ao_radius e_voxel_ao_scale e_voxel_build e_voxel_debug e_voxel_fill_mode e_voxel_lods_num e_voxel_make_physics e_voxel_make_shadows e_voxel_rasterize_selected_brush e_water_ocean e_water_ocean_bottom e_water_ocean_fft e_water_ocean_soft_particles e_water_tesselation_amount e_water_tesselation_swath_width e_water_volumes e_water_waves e_water_waves_tesselation_amount e_wind e_wind_areas fg_abortOnLoadError fg_inspectorLog fg_noDebugText fg_profile fg_SystemEnable fixed_time_step gpu_particle_physics gt_debug gt_show g_aimdebug g_AiSuitArmorModeHealthRegenTime g_AiSuitEnergyRechargeTime g_AiSuitHealthRegenTime g_AiSuitStrengthMeleeMult g_alienPhysicsAnimRatio g_autoteambalance g_avmine_limit g_battleDust_debug g_battleDust_effect g_battleDust_enable g_battleRange g_blood g_breakagelog g_breakage_particles_limit g_breakImpulseScale g_breaktimeoutframes g_buddyMessagesIngame g_claymore_limit g_combatFadeTime g_combatFadeTimeDelay g_cutsceneSkipDelay g_debugaimlook g_debugCollisionDamage g_debugDirectMPMenu g_debugHits g_debugMines g_debugNetPlayerInput g_debug_fscommand g_detachCamera g_difficultyHintSystem g_difficultyLevel g_difficultyRadius g_difficultyRadiusThreshold g_difficultySaveThreshold g_displayIgnoreList g_dofset_limitScale g_dofset_maxScale g_dofset_minScale g_dof_averageAdjustSpeed g_dof_distAppart g_dof_ironsight g_dof_maxAdjustSpeed g_dof_maxHitScale g_dof_minAdjustSpeed g_dof_minHitScale g_dof_sampleAngle g_ec_enable g_ec_extent g_ec_radiusScale g_ec_removeThreshold g_ec_volume g_emp_nanosuit_downtime g_emp_style g_enableAlternateIronSight g_enableFriendlyFallAndPlay g_enableIdleCheck g_enableitems g_enableloadingscreen g_enableMPStealthOMeter g_enableSpeedLean g_enableTracers g_energy_scale_income g_energy_scale_price g_fallAndPlayThreshold g_fraglead g_fraglimit g_friendlyfireratio g_frostDecay g_godMode g_goForceFastUpdate g_grabLog g_groundeffectsdebug g_joint_breaking g_language g_localPacketRate g_meleeWhileSprinting g_minplayerlimit g_minteamlimit g_MPDeathCam g_mpSpeedRechargeDelay g_playerFallAndPlay g_playerHealthValue g_playerInteractorRadius g_playerLowHealthThreshold g_playerRespawns g_playerSuitArmorModeHealthRegenTime g_playerSuitArmorModeHealthRegenTimeMoving g_playerSuitEnergyRechargeDelay g_playerSuitEnergyRechargeTime g_playerSuitEnergyRechargeTimeArmor g_playerSuitEnergyRechargeTimeArmorMoving g_playerSuitEnergyRechargeTimeMultiplayer g_playerSuitHealthRegenDelay g_playerSuitHealthRegenTime g_playerSuitHealthRegenTimeMoving g_pp_scale_income g_pp_scale_price g_preroundtime g_procedural_breaking g_proneAimAngleRestrict_Enable g_proneNotUsableWeapon_FixType g_PSTutorial_Enabled g_punishFriendlyDeaths g_quickGame_debug g_quickGame_map g_quickGame_min_players g_quickGame_mode g_quickGame_ping1_level g_quickGame_ping2_level g_quickGame_prefer_favorites g_quickGame_prefer_lan g_quickGame_prefer_mycountry g_radialBlur g_ragdollDistance g_ragdollMinTime g_ragdollPollTime g_ragdollUnseenTime g_resetActionmapOnStart g_revivetime g_roundlimit g_roundtime g_showIdleStats g_showUpdateState g_show_laptop_status g_show_laptop_status_test g_skipIntro g_spectate_TeamOnly g_spectatorcollisions g_stanceTransitionSpeed g_startFirstTime g_suddendeathtime g_suitArmorHealthValue g_suitCloakEnergyDrainAdjuster g_suitRecoilEnergyCost g_suitSpeedEnergyConsumption g_suitSpeedEnergyConsumptionMultiplayer g_suitSpeedMult g_suitSpeedMultMultiplayer g_teamlock g_tentacle_joint_limit g_timelimit g_tk_punish g_tk_punish_limit g_tree_cut_reuse_dist g_trooperBankingMultiplier g_trooperProneMinDistance g_trooperTentacleAnimBlend g_useProfile g_VisibilityTimeout g_VisibilityTimeoutTime g_walkMultiplier hit_assistMultiplayerEnabled hit_assistSingleplayerEnabled hr_dotAngle hr_fovAmt hr_fovTime hr_rotateFactor hr_rotateTime hud_alienInterferenceStrength hud_aspectCorrection hud_attachBoughEquipment hud_binocsScanningWidth hud_chDamageIndicator hud_colorLine hud_colorOver hud_colorText hud_crosshair hud_crosshair_enable hud_ctrlZoomMode hud_ctrl_Coeff_X hud_ctrl_Coeff_Z hud_ctrl_Curve_X hud_ctrl_Curve_Z hud_enableAlienInterference hud_faderDebug hud_godFadeTime hud_mpNamesDuration hud_mpNamesFarDistance hud_mpNamesNearDistance hud_nightVisionConsumption hud_nightVisionRecharge hud_onScreenFarDistance hud_onScreenFarSize hud_onScreenNearDistance hud_onScreenNearSize hud_panoramicHeight hud_radarBackground hud_radarJammingEffectScale hud_radarJammingThreshold hud_radarScanningDelay hud_showAllObjectives hud_showBigVehicleReload hud_startPaused hud_subtitles hud_subtitlesDebug hud_subtitlesFontSize hud_subtitlesHeight hud_subtitlesQueueCount hud_subtitlesRenderMode hud_subtitlesShowCharName hud_subtitlesVisibleCount hud_voicemode h_drawSlippers h_turnSpeed h_useIK int_moveZoomTime int_zoomAmount int_zoomInTime int_zoomOutTime i_auto_turret_target i_auto_turret_target_tacshells i_bufferedkeys i_debug i_debuggun_1 i_debuggun_2 i_debug_mp_flowgraph i_debug_projectiles i_debug_sounds i_debug_turrets i_debug_zoom_mods i_forcefeedback i_iceeffects i_lighteffects i_lying_item_limit i_mouse_accel i_mouse_accel_max i_mouse_buffered i_mouse_inertia i_mouse_smooth i_noweaponlimit i_offset_front i_offset_right i_offset_up i_particleeffects i_precache i_rejecteffects i_soundeffects i_staticfiresounds i_unlimitedammo i_xinput i_xinput_poll_time log_FileVerbosity log_IncludeTime log_Verbosity lua_debugger lua_stackonmalloc lua_StopOnError max_time_step MemInfo MemStats MemStatsMaxDepth MemStatsThreshold mfx_Debug mfx_Enable mfx_EnableFGEffects mfx_ParticleImpactThresh mfx_pfx_maxDist mfx_pfx_maxScale mfx_pfx_minScale mfx_RaisedSoundImpactThresh mfx_SerializeFGEffects mfx_SoundImpactThresh mfx_Timeout mov_NoCutscenes net_backofftimeout net_bw_aggressiveness net_channelstats net_connectivity_detection_interval net_defaultChannelBitRateDesired net_defaultChannelBitRateToleranceHigh net_defaultChannelBitRateToleranceLow net_defaultChannelIdlePacketRateDesired net_defaultChannelPacketRateDesired net_defaultChannelPacketRateToleranceHigh net_defaultChannelPacketRateToleranceLow net_disconnect_on_rmi_error net_enable_tfrc net_enable_voice_chat net_gamemode net_highlatencythreshold net_highlatencytimelimit net_inactivitytimeout net_input_dump net_input_trace net_lanbrowser net_lan_scanport_first net_lan_scanport_num net_log net_log_remote_methods net_phys_debug net_phys_lagsmooth net_phys_pingsmooth net_rtt_convergence_factor net_scheduler_debug net_stats_login net_stats_pass net_voice_lead_packets net_voice_proximity net_voice_trail_packets pl_curvingSlowdownSpeedScale pl_debugFallDamage pl_debug_filter pl_debug_jumping pl_debug_ladders pl_debug_movement pl_fallDamage_SpeedBias pl_fallDamage_SpeedFatal pl_fallDamage_SpeedSafe pl_inputAccel pl_swimBackSpeedMul pl_swimBaseSpeed pl_swimJumpSpeedBaseMul pl_swimJumpSpeedCost pl_swimJumpSpeedSprintMul pl_swimJumpStrengthBaseMul pl_swimJumpStrengthCost pl_swimJumpStrengthSprintMul pl_swimNormalSprintSpeedMul pl_swimSideSpeedMul pl_swimSpeedSprintSpeedMul pl_swimUpSprintSpeedMul pl_swimVertSpeedMul pl_zeroGAimResponsiveness pl_zeroGBaseSpeed 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p_prohibit_unprojection p_ray_fadein p_ray_peak_time p_single_step_mode p_skip_redundant_colldet p_splash_dist0 p_splash_dist1 p_splash_force0 p_splash_force1 p_splash_vel0 p_splash_vel1 p_tick_breakable p_time_granularity p_unproj_vel_scale p_use_distance_contacts p_use_unproj_vel p_wireframe_distance q_Renderer q_ShaderFX q_ShaderGeneral q_ShaderGlass q_ShaderHDR q_ShaderIce q_ShaderMetal q_ShaderPostProcess q_ShaderShadow q_ShaderSky q_ShaderTerrain q_ShaderVegetation q_ShaderWater r_ATOC r_Beams r_BeamsDistFactor r_BeamsHelpers r_BeamsMaxSlices r_BeamsSoftClip r_Brightness r_Character_NoDeform r_CloudsDebug r_CloudsUpdateAlways r_ColorBits r_ColorGrading r_ColorGradingDof r_ColorGradingFilters r_ColorGradingLevels r_ColorGradingSelectiveColor r_Contrast r_CoronaColorScale r_CoronaFade r_Coronas r_CoronaSizeScale r_CullByClipPlanes r_CullGeometryForLights r_CustomVisions r_DebugLights r_DebugRefraction r_DebugRenderMode r_DebugScreenEffects r_DepthBits r_DepthOfField 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r_VegetationSpritesNoGen r_VegetationSpritesTexRes r_VSync r_WaterCaustics r_WaterGodRays r_WaterReflections r_WaterReflectionsMinVisiblePixelsUpdate r_WaterReflectionsMinVisUpdateDistanceMul r_WaterReflectionsMinVisUpdateFactorMul r_WaterReflectionsQuality r_WaterReflectionsUseMinOffset r_WaterRefractions r_WaterUpdateDistance r_WaterUpdateFactor r_Width r_ZFightingDepthScale r_ZFightingExtrude r_ZPassOnly sv_AISystem sv_autoconfigurl sv_bandwidth sv_bind sv_cheatprotection sv_DedicatedCPUPercent sv_DedicatedCPUVariance sv_DedicatedMaxRate sv_gamerules sv_gs_report sv_gs_trackstats sv_input_timeout sv_lanonly sv_levelrotation sv_map sv_maxmemoryusage sv_maxplayers sv_maxspectators sv_pacifist sv_packetRate sv_password sv_port sv_ranked sv_requireinputdevice sv_servername sv_timeofdayenable sv_timeofdaylength sv_timeofdaystart sv_timeout_disconnect sv_voicecodec sv_voice_enable_groups sv_voting_cooldown sv_voting_ratio sv_voting_team_ratio sv_voting_timeout sys_affinity sys_AI sys_budget_frametime sys_budget_numdrawcalls sys_budget_soundchannels sys_budget_soundmem sys_budget_sysmem sys_budget_videomem sys_crashtest sys_DeactivateConsole sys_EarlyMovieUpdate sys_enable_budgetmonitoring sys_entities sys_firstlaunch sys_flash sys_flash_curve_tess_error sys_flash_edgeaa sys_flash_info sys_flash_info_histo_scale sys_flash_info_peak_exclude sys_flash_info_peak_tolerance sys_flash_log_options sys_flash_warning_level sys_float_exceptions sys_logallocations sys_LowSpecPak sys_max_step sys_memory_debug sys_min_step sys_noupdate sys_no_crash_dialog sys_PakLogMissingFiles sys_PakPriority sys_PakReadSlice sys_physics sys_physics_CPU sys_preload sys_root sys_SaveCVars sys_spec sys_spec_Full sys_spec_GameEffects sys_spec_ObjectDetail sys_spec_Particles sys_spec_Physics sys_spec_PostProcessing sys_spec_Quality sys_spec_Shading sys_spec_Shadows sys_spec_Sound sys_spec_Texture sys_spec_VolumetricEffects sys_spec_Water sys_SSInfo sys_StreamCallbackTimeBudget sys_streaming_sleep sys_trackview sys_vtune sys_warnings sys_WER s_ADPCMDecoders s_CacheSize s_CompressedDialog s_DebugMusic s_DebugSound s_DialogVolume s_Doppler s_DopplerScale s_DrawObstruction s_DrawSounds s_DummySound s_DumpEventStructure s_ErrorSound s_FormatResampler s_FormatSampleRate s_FormatType s_GameDialogVolume s_GameMusicVolume s_GameSFXVolume s_HRTF_DSP s_InactiveSoundIterationTimeout s_LanguagesConversion s_LoadNonBlocking s_MaxActiveSounds s_MaxChannels s_MaxHWChannels s_MinHWChannels s_MinRepeatSoundTimeout s_MPEGCompression s_MPEGDecoders s_MusicEnable s_MusicMaxPatterns s_MusicSpeakerBackVolume s_MusicSpeakerCenterVolume s_MusicSpeakerFrontVolume s_MusicSpeakerLFEVolume s_MusicSpeakerSideVolume s_MusicStreamedData s_MusicVolume s_NetworkAudition s_Obstruction s_ObstructionAccuracy s_ObstructionMaxPierecability s_ObstructionMaxRadius s_ObstructionMaxValue s_ObstructionUpdate s_ObstructionVisArea s_OutputConfig s_PlaybackFilter s_PrecacheData s_PriorityThreshold s_Profiling s_ReverbInstances s_ReverbType s_SFXVolume s_SoftwareChannels s_SoundEnable s_SoundInfo s_SoundMoods s_SoundMoodsDSP s_SpeakerConfig s_StopSoundsImmediately s_UnloadData s_VariationLimiter s_VisAreasPropagation s_Vol0TurnsVirtual s_XMADecoders time_scale tracer_max_count tracer_max_distance tracer_max_scale tracer_min_distance tracer_min_scale tracer_player_radiusSqr v_altitudeLimit v_altitudeLimitLowerOffset v_autoDisable v_damage v_debugCollisionDamage v_debugdraw v_debugMountedWeapon v_debugSounds v_debugVehicle v_debugView v_deformable v_disable_hull v_draw_components v_draw_helpers v_draw_passengers v_draw_seats v_draw_slip v_draw_suspension v_draw_tm v_driverControlledMountedGuns v_dumpFriction v_enable_lumberjacks v_enterDirRadius v_goliathMode v_help_tank_steering v_independentMountedGuns v_invertPitchControl v_lights v_lights_enable_always v_maxHeightBegin v_maxHeightEnd v_pa_surface v_profileMovement v_ragdollPassengers v_rockBoats v_set_passenger_tm v_show_all v_slipFrictionModFront v_slipFrictionModRear v_slipSlopeFront v_slipSlopeRear v_sprintSpeed v_stabilizeVTOL v_transitionAnimations v_treadUpdateTime v_vehicle_quality v_wind_minspeed <End of File>

There are literally over 1,600 commands covering virtually everything, so the game is highly tweakable! The commands starting with r_ (renderer) will be of particular interest for customizing the appearance of Crysis. God knows I'm going to lose a lot of sleep trying to test and sort all of these out. Speaking of sleep, it's time for me to go to bed
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Last edited by Koroush Ghazi : 10-29-2007 at 10:12 AM.
  #689  
Old 10-27-2007, 08:56 PM
stege99 stege99 is offline
 
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To run it in DX9 under Vista you just have to right-click to game icon, located in Vistas Game folder (under Music, Pictures etc). Then you get the option to start in DX9 or DX10.
To get the AA setting to stick you must have Shader Quality set to at least High. On medium and low shaders AA reset to Off. At least this is my experience thus far. Seems to point that AA is done through software (shaders). This at least applies to DX9. I haven't tried forcing AA from the CP yet but I'm about to. Just have to reinstall and see if this helps me get in with DX10 and forceware 169.01 (which has given me some issues in Vista x64).

Last edited by stege99 : 10-27-2007 at 08:58 PM. Reason: Spelling correction
  #690  
Old 10-27-2007, 09:15 PM
HTF HTF is offline
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Hmm not sure I like that DX10 shot Koroush posted. The shader changes seem to make it a tad over bright. I know he is looking at the sun but that should not make the side of objects facing away from the sun brighter. I hope they tone it down for release or maybe include an option like in farcry for "tropical", "cold, "realistic" etc.

The game itself seems your average linear FPS with very little to set it apart from anything else. Everything is done well enough, I just don't see it as groundbreaking like a lot of people are making it out to be.
 


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