ROM Hack RELEASE Crysis: Remastered graphics config files

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Of course.

TAA+FXAA
https://gofile.io/d/m7JD9L
Oh, yeah, I already tried those mods but I'm not convinced with FXAA or TAA antialiasing methods, they look worse than default antialising. You can try those by adding only the exefs folder, it's not necesary change my mod.
 
What? Default is TAA
I'm using @Froll07 posted file https://gbatemp.net/threads/crysis-remastered-graphics-config-files.570448/page-3#post-9146245
It's using TAA and no blur
noBlurTAA.jpg


Default AA
originalAA.jpg
 
Last edited by cucholix,
Patchnote:
Update 08/27/20:
The config has been updated to version 1.1:
- Fixed errors in the config
- Reduced the range of drawing vehicles (still higher than the original)
- Reduced light rendering distance to standard value
- Minimized (maybe completely) jerky water reflections
- The number of dyn stages has been increased. shadows
- Reduced the range of drawing the din cascades. shadows (still higher than the original)
- Slightly increased the distance of drawing water caustics
- Various other changes


version 1.1 demolishes some of the changes that I added here.
I described to him a recommendation for future changes that I use myself.
Captura de Tela 2020-07-28 às 01.18.49.png
 
Last edited by Froll07,
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Patchnote:
Update 08/27/20:
The config has been updated to version 1.1:
- Fixed errors in the config
- Reduced the range of drawing vehicles (still higher than the original)
- Reduced light rendering distance to standard value
- Minimized (maybe completely) jerky water reflections
- The number of dyn stages has been increased. shadows
- Reduced the range of drawing the din cascades. shadows (still higher than the original)
- Slightly increased the distance of drawing water caustics
- Various other changes


version 1.1 demolishes some of the changes that I added here.
I described to him a recommendation for future changes that I use myself.
Will it still have that blurry draw distance look
 
Ive been using the cucholix config file, do you guys think we should OC the switch for it?

Is there any point in using the config file along with ReverseNX for docked graphics?
 

Crysis Balance v0.2 mod


Base cfg. from Froll07, optimized to keep a stable framerate. If you don't care about framerate you would want to try Froll07 .cfg with maximized settings.

Features:
-Decreased e_ViewDistRatioVegetation to 30 to avoid vegetation blink when viewed from binoculars/scope, help to decrease workload too.
-Increased shadow distance, and quality
-Decreased shadow jittering
-Increased shadow transition (avoid shadow pop-in)
-Fluid water animation, thanks to Froll07
-Increased water effects, tesselation
-Increased vegetation draw distance
-Increased object draw distance
-More adjustments to keep framerate at ~30 fps locked
-Adjusment in memory pool for shadow cache, thanks to Froll07 and 4pda forums
-Minor adjustments to avoid visual bugs
Will using this even with max oc make tv mode not go to 900p much or at all?
 
I’ve not noticed difference between handheld and docked mode regarding resolution, you can easily check with reversenx-realtime, the only thing that changes is that in handheld mode the antialiasing is slightly toned down, and there’s less vegetation and less complex shadows. Although Crytek said docked mode runs in 900p, what I’ve experienced so far it’s running at 720p in both handheld and docked :unsure:
 
Last edited by cucholix,
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I’ve not noticed difference between handheld and docked mode regarding resolution, you can easily check with reversenx-realtime, the only thing that changes is that in handheld mode the antialiasing is slightly toned down, and there’s less vegetation a less complex shadows. Although Crytek said docked mode runs in 900p, what I’ve experienced so far it’s running at 720p in both handheld and docked :thinking:
I saw a video saying handheld stays at 720p about 90% of the time while docked stays near or at 900p, about 80%. With the config u made plus the 200mhz overclock from docked Ill say it should be around 800p. Thanks for the config, it looks so more cleaner and clear
 
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If you are asking about antialiasing in cryengine:
Code:
--; for some reason CvarGroups id is limited to 7 max.
--; but there no min value, so -1000 works...
[default]
= 0
--; off
r_AntialiasingMode=0
r_AntialiasingTAAPattern=1
r_supersampling=0
--; r_AntialiasingTAASharpening cause "blocky" pixels. For better sharpening use my shader instead :
--; https://www.nexusmods.com/kingdomcomedeliverance/mods/279
r_AntialiasingTAASharpening=0

[-10]
--; FXAA
r_AntialiasingMode=4

[-20]
--; SMAA 1x
r_AntialiasingMode=1

[-30]
--; SMAA T1x
r_AntialiasingMode=2
r_AntialiasingTAAPattern=0

[-31]
--; SMAA T1x
r_AntialiasingMode=3
r_AntialiasingTAAPattern=1

[-32]
--; SMAA T1x
r_AntialiasingMode=3
r_AntialiasingTAAPattern=2

[-33]
--; SMAA T1x
r_AntialiasingMode=3
r_AntialiasingTAAPattern=3

[-40]
--; SMAA T2x
r_AntialiasingMode=3
r_AntialiasingTAAPattern=0

[-41]
--; SMAA T2x
r_AntialiasingMode=3
r_AntialiasingTAAPattern=1

[-42]
--; SMAA T2x
r_AntialiasingMode=3
r_AntialiasingTAAPattern=2

[-43]
--; SMAA T2x
r_AntialiasingMode=3
r_AntialiasingTAAPattern=3

[-50]
--; SSAA 2x
r_AntialiasingMode=0
r_supersampling=2

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

BTW Can we downgrade shadows by switching off Sparse Voxel Octree Global Illumination (e_svoTI in configs). To make the game looks like old crysis for better performance and max graphics?
 
has someone figure out how avoid the decals blinks or dissapear when seen from a near distance?
 
has someone figure out how avoid the decals blinks or dissapear when seen from a near distance?
Has long been. e_ViewDistRatioVegetation=30

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

If you are asking about antialiasing in cryengine:
Code:
--; for some reason CvarGroups id is limited to 7 max.
--; but there no min value, so -1000 works...
[default]
= 0
r_supersampling=2

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

BTW Can we downgrade shadows by switching off Sparse Voxel ..max graphics?

I dabbled with the tricks, the game has the ability to run only with AA or FXAA.
 
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.

Is there a way to lock the game at 900p or 1080 -> (switch probably couldn't handle 1080p with max oc anyways) Oh wait you can't disable dynamic resolution I'm I right?
 
Last edited by Carsonline,
Is there a way to lock the game at 900p or 1080 -> (switch probably couldn't handle 1080p with max oc anyways) Oh wait you can't disable dynamic resolution I'm I right?

I think that would be perhaps too much for a portable handset ...
 

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