ROM Hack RELEASE Crysis: Remastered graphics config files

masagrator

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For people that want start with modding graphics here are graphics config files available for Switch.

You can edit them with just Notepad++.

Dynamic Resolution is not available in config files from what I can see (similar situation to Witcher 3).

Copy of two main ones:
Code:
--sys_spec_ObjectDetail=2

e_VegetationMinSize=0.5
e_DecalsLifeTimeScale=1
e_MaxViewDistSpecLerp=0.5
es_DebrisLifetimeScale=0.6
e_CoverageBufferResolution=128
ca_AttachmentCullingRation=200
ca_FacialAnimationRadius=5
e_TerrainOcclusionCullingMaxDist=130

--sys_spec_Shading=2

q_ShaderGeneral=1
q_ShaderMetal=1
q_ShaderGlass=1
q_ShaderVegetation=1
q_ShaderIce=1
q_ShaderTerrain=1
q_ShaderShadow=1
q_ShaderFX=1
q_ShaderPostProcess=2
q_ShaderHDR=1
q_ShaderSky=1
q_Renderer=1
r_EnvTexUpdateInterval=0.075

--sys_spec_VolumetricEffects=2

r_BeamsDistFactor=0.1
r_BeamsMaxSlices=32
r_BeamsDownSample=0

--sys_spec_Shadows=2

r_ShadowsUseClipVolume=1
r_ShadowJittering=1
e_ShadowsOnAlphaBlend=0
e_GsmCache = 1
e_ShadowsConstBias = 1
e_ShadowsSlopeBias = 1
e_ShadowsMaxTexRes = "512"
e_GsmRange = 3.6
e_GsmRangeStep = 3
e_GsmLodsNum = 4
e_GsmSoftTransition = 1

--sys_spec_Texture=2

r_ImposterRatio=1.5
r_DynTexAtlasSpritesMaxSize = 12

--sys_spec_Physics=2

e_CullVegActivation=30
es_MaxPhysDist=100
es_MaxPhysDistInvisible=15
e_PhysOceanCell=1
e_FoliageWindActivationDist=10
e_FoliageColides=1
e_FoliageColidesTerrain=0
e_FoliageColidesAttached=0
p_gravity_z = -13
e_PhysOceanCell=0

--sys_spec_PostProcessing=2


--sys_spec_Particles=1

e_ParticlesPoolSize = 1536
e_ParticlesEmitterPoolSize = 1536
e_ParticlesQuality = 2

--sys_spec_GameEffects=2

g_corpseMinTime = 8.0
g_corpseMinDistance = 20.0
g_battleDust_enable = 0
g_breakage_mem_limit = 500
g_tree_cut_reuse_dist = 0
g_breakageDontReplayTreeBreakage = 1

p_max_substeps=2
p_max_substeps_large_group=2

-------------------

sys_flash_curve_tess_error = 4
sys_PakStreamCache=0

r_HDRRendering = 1
r_HDRBlueShift=1.0
r_HDRBrightLevel=0.85
r_HDRBrightThreshold=6
r_HDRLevel=6
r_HDROffset=10
r_EyeAdaptationBase=0.1
r_EyeAdaptationFactor=0.85
r_HDRGrainAmount=0

r_DetailNumLayers = 2
r_DetailDistance = 4

r_TexBumpResolution=0
r_TexResolution=0

r_TexturesStreaming = 0
r_texpreallocateAtlases=0

r_TexturesStreamPoolSize = 90

r_ShadersUserFolder = 1
r_GeomInstancing = 2
r_refraction = 1
r_ShadowBlur = "0"

e_Coveragebufferrotationsafecheck=2
r_WaterReflections=1
e_WaterTesselationSwathWidth=10
r_WaterUpdateDistance=1.0
e_WaterOcean_fft=1
r_WaterReflectionsMinVisiblePixelsUpdate = 0.05
r_WaterRefractions = 1
r_WaterCausticsDistance = 16
r_WaterReflections_Quality = 4

e_LevelAutoPrecacheTexturesAndShaders = "1"
e_VegetationSprites = 1
e_VegetationSpritesMinDistance = 32
-- 0.3 is fastest value in game04 cxp_benchmark
e_VegetationSpritesDistanceCustomRatioMin=0.4
e_StatObjMerge = "1"
e_DynamicLightsMaxEntityLights = 5
e_ParticlesPreload = 0
e_Clouds=1
e_StreamCgf=0
e_streamCgfPoolSize=24
e_LevelAutoPrecacheCgf = 1
r_UsePOM = 0
e_SkyUpdateRate=0.2
e_ProcVegetationMaxSectorsInCache = 8
e_ProcVegetationMaxObjectsInChunk = 256
e_ProcVegetation=0//not needed for city

e_VegetationSpritesDistanceRatio=1
e_ShadowsLodBiasFixed=1

e_StaggerSunDotTerrainBitMask=15 //update for one in 16 objects

r_PostProcessEffects="1"
r_UseEdgeAA = 1
r_MotionBlur = 2
r_SunShafts = 2
r_Glow = 1
r_beams = 3
r_useSRGB = 0
r_ColorGrading = 2
r_ColorGradingCharts = 1
r_RainMaxViewDist_Deferred=40


ca_MemoryUsageLog=0
ca_physicsProcessImpact=0

sv_gamerules = "SinglePlayer"

hud_startpaused="0"

sys_StreamCallbackTimeBudget=20000

r_ShadersPreactivate = 1

e_DynamicLightsFrameIdVisTest=2
e_DecalsMerge=0 // 0 = less memory allocations and stalls, but more drawcals

e_TerrainLodRatio = 1.4
e_TerrainTextureStreamingPoolItemsNum=64

e_LevelAutoPrecacheCameraJumpDist=0 // precache disabled for less loading time

e_GsmCacheLodOffset=2 // shadow maps update frequentcy

r_DeferredShadingLightVolumes=1
r_DeferredShadingHeightBasedAmbient=0

p_max_mc_iters = 2000

; r_DisplayInfo = 0

g_breakage_particles_limit = 40

p_joint_damage_accum=2
p_joint_damage_accum_threshold=0.2
p_max_entity_cells=10000

log_AllowDirectLoggingFromAnyThread = 1

sys_maxfps = 30


-- copied from notperforce01's console.cfg

--ENGINE E_ e_
e_DecalsHitCache=0        // default: 1
e_DecalsNeighborMaxLifeTime=4    // default: 1
e_DecalsOverlapping=1        // default: 0
e_Dissolve=1            // default: 2
e_HwOcclusionCullingWater = 1    // default: 1
e_OcclusionCullingViewDistRatio = 1    // default: 0.5
e_ObjQuality=2            // default: 2
e_OnDemandPhysics = 1        // default: 0
e_ParticlesMaxScreenFill = 64    // default: 16     // Needs quality check (both platforms)
e_ParticlesMinDrawPixels = 1    // default: 2     // Needs quality check (both platforms)
e_ShadowsCastViewDistRatio=0.6    // default: 1    // Needs quality check (both platforms)
e_MinShadowsCastViewDist=40.0
e_TerrainAo=1            // default: 0
e_VegetationSpritesMinDistance = 16    // default: 32
e_VegetationUseTerrainColor = 1 // default: 0    // for performance reasons disabled on C2, saved 1% frametime, decided with MartinM to disable it
e_WaterOcean = 2        // default: 2
e_WaterTesselationAmount=6    // default: 1

--QUALITY Q_ q_
q_ShaderWater=2            // default: 1

--RENDERER R_ r_
r_DynTexAtlasCloudsMaxSize = 16    // default: 8
r_DynTexMaxSize = 15        // default: 20
r_HDRBrightThreshold = 4.2    // default: 6
r_MotionBlurShutterSpeed = 125    // default: 250
r_RainAmount = 1        // default: 1.2    // Needs quality check
r_ssdo=0
r_SSAO=4            // default: 4
r_ShadersAsyncCompiling = 0
r_TexAtlasSize =  1024
r_VegetationSpritesTexRes = 128    // default: 64
r_WaterUpdateFactor = 0.1    // default: 0.15
r_coronas = 0            // default: 1 // unsuported on consoles atm
r_NightVision = 1 // default: 2 // 0 - off, 1 - nightvision, 2 - nanovision
r_HDREyeAdaptionCache = 2

--SOUND S- s_
s_Obstruction = 1
s_ObstructionAccuracy = 1
s_ObstructionUpdate = 0.5
s_SoundMoodsDSP=1
s_ReverbType=0
s_FormatSampleRate=24000    // default: 48000
s_hdr=1
s_allowNotCachedAccess=1


-- pulled up from common ps3.cfg and x360.cfg
e_CharLodMin = 1
e_coveragebuffer=0
e_statobjbufferrendertasks=1
e_coveragebufferreproj=2
e_coveragebufferbias=0.01
e_coveragebufferAABBExpand=0.007
e_gi=0

s_VariationLimiter = 1        // default: 1

cl_fov = 55
r_DrawNearFoV = 55
i_maxPickupHighLightDist = 15
i_pickup_distAhead = 0.25
i_pickup_distAround = 1.2

pl_melee.melee_snap_target_select_range = 3.5
pl_melee.melee_snap_angle_limit = 50
pl_melee.melee_snap_move_speed_multiplier = 9
pl_melee.melee_snap_end_position_range = 1.2

g_glassAutoShatterOnExplosions = 1
hud_ctrl_Curve = 2.7

pl_zeroGSpeedModeEnergyConsumption = 0.07
pl_zeroGSpeedMultSpeed = 2.5
pl_zeroGSpeedMultSpeedSprint = 4.0
pl_zeroGSpeedMultNormalSprint = 2

ai_SightRangeMediumIllumMod = 1
ai_SightRangeDarkIllumMod = 1
ai_SightRangeSuperDarkIllumMod = 1
ai_RODVehicleHitChance = 0.12
ai_RODVehicleMissMin = 0.0
ai_RODVehicleMissMax = 0.5

v_fpSensitivityMult = 0.66

cl_frozenMouseMult = 0.2
cl_frozenKeyMult = 0.01

Code:
r_multithreaded=2

r_TexturesStreamPoolSize    = 45
r_TexturesStreaming = 0
r_texpreallocateatlases=1
r_texatlassize=2048
r_dyntexmaxsize=80
r_dyntexatlasspritesmaxsize=32
r_VegetationSpritesTexRes=128
r_dyntexatlasdyntexsrcsize=16
e_LodMin=0 // default: 0
e_LodMinTtris=150 // default: 300
e_LodRatio=5 // default: 6
e_ViewDistMin=10 // default: 0
e_ViewDistRatio=40 // default: 60
e_ViewDistRatioCustom=50 // default: 60
e_ViewDistRatioDetail=19 // default: 30
e_ViewDistRatioLights=50 // default:
e_ViewDistRatioPortals=60 // default: 60
e_ViewDistRatioVegetation=30// default: 30
e_VegetationSprites=1
e_VegetationMinSize=0

p_num_threads=2
d3d9_pip_buff_size = 24

r_ShadowsStencilPrePass = 2

r_DeferredShadingSortLights=0
r_DeferredShadingStencilMSAA=0 // C1C Only: disable MSAA optimisation for stencil volumes

r_VSync = 1

d3d9_rb_verts=49152
d3d9_rb_Tris=131072

e_particlesThread=4
sys_streaming_cpu=1
sys_physics_CPU=5
sys_dump_format = 2
e_cullerthread = 1

e_streamCgfPoolSize=27

--RENDERER R_ r_
r_Rain=2            // default: 2
r_dyntexmaxsize = 11        // default: 20
//r_PostMSAA = 1
r_shadersasyncactivation=0
r_shaderslogcachemisses=0
r_PostMSAA = 0
r_AntialiasingMode=4
r_AntialiasingTAAPattern=4
r_MotionBlur=2

q_ShaderPostProcess=1     //MotionBlur_v3
r_MotionBlurShutterSpeed = 0.0015    // default: 0.004 , MotionBlur_v3


s_ADPCMDecoders = 2        // default: 2
s_MPEGDecoders = 0        // default: 0
s_XMADecoders = 48        // default: 48

in console_nx.cfg you have few lines starting with
Code:
--sys_spec_

This sets some settings that can be found in cvargroups.

F.e.
Code:
--sys_spec_ObjectDetail=2

Open file sys_spec_ObjectDetail.cfg and check for lines under [default] and [2] for used settings.
[2] overwrites [default]

Files are packed to correct folder tree. Just after editing copy folder 0100E66010ADE000 to:
atmosphere/titles (Atmosphere 0.9.4 and older)
or
atmosphere/contents (Atmosphere 0.10.1+)
or
reinx/titles
or
sxos/titles

I'm planning also to check if I can make efefs patch to lock game to true 30 FPS. For now you can change in console_nx.cfg
Code:
sys_maxfps = 30

to

Code:
sys_maxfps = 29

And you will have 30.3 FPS. Changing it to 60 results in max ~45 FPS.
 

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Last edited by masagrator,

DemetriusBlack

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Just logged in to check if any Crysis stuff has popped up and I literally saw this post first. Thank you for the config files, I'll definitely take a look!
 

cucholix

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Trying to disable motionblur through r_MotionBlur=0 in both console_nx.cfg and nx.cfg but there's no change in game
 

masagrator

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So it looks like some settings are set in exefs.

As a proof you can find this line in sys_spec_shading.cfg
Code:
;e_svoTI_LowSpecMode=1 - set in C++
 

Froll07

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r_AntialiasingMode=0
r_AntialiasingTAAPattern=0
It's disable motion blur and antialiasing(maybe) my Samsung TV smooths the image.

--------------------- MERGED ---------------------------
 

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  • CrysisNoBlur.zip
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cucholix

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r_AntialiasingMode=0
r_AntialiasingTAAPattern=0
It's disable motion blur and antialiasing(maybe) my Samsung TV smooths the image.
I can confirm that both settings work, good job :)
Also setting game mode in Samsung TVs disable most of the video post-processing.
 

cucholix

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r_AntialiasingMode=0
r_AntialiasingTAAPattern=0
It's disable motion blur and antialiasing(maybe) my Samsung TV smooths the image.

--------------------- MERGED ---------------------------
What I'm getting is that motion blur is tied to r_AntialiasingMode and r_AntialiasingTAAPattern has no influence on it.
 

JohnMayor

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yes, requesting max graphic setting for handheld mode. don't care about framerate.thanks in advance guys, you guys are the best
 

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