ROM Hack RELEASE Crysis: Remastered graphics config files

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I think that would be perhaps too much for a portable handset ...
I mean Ill use docked mode but the base game runs at 900p most of the time anyways and with a max overclock to gpu should make it stay there all the time so it should be possible at least with 900p. 1080p I doubt it
 
I mean Ill use docked mode but the base game runs at 900p most of the time anyways and with a max overclock to gpu should make it stay there all the time so it should be possible at least with 900p. 1080p I doubt it
The people over pda4 forums already disassembled the main maybe they can find any string related to resolution, in CryEngine it’s used “r_weight” and “r_height” to set resolution, I already tried to shoehorn those in the .cfg but didn’t work, so modding the main is the only option.

I haven’t found any instruction to disable dynamic resolution in CryEngine docs.
 
Last edited by cucholix,
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ucholix, look this. More options. From 4pda.
That config for shadows and tree physics.
Улучшение графики для Crysis Remastered
Для версии 1.2.0

Изменения:
- Увеличена дистанция LOD'ов [Портатив/Док]
- Увеличена дальность прорисовки объектов, деревьев, отражений на воде [Портатив/Док]
- Увеличено разрешение динамических теней [Портатив/Док]
- Увеличена дальность прорисовки динамических теней [Портатив/Док]
- Включено взаимодействие листвы с землёй и объектами [Портатив/Док]
К примеру если дерево упадёт на дорогу/объект, то листва примнётся согласно физике
- Количество кадров в секунду уменьшено с 31.2 до 30.3 [Портатив/Док]
- Сглаживание на выбор [Портатив/Док]
TAA (стандартное) или FXAA
- Множество различных других мелких изменений, в работе некоторых я не уверен [Портатив/Док]
Crysis_Switch_Config_TAA.zip
https://yadi.sk/d/5VG6eW4dQ45IFw
Without Blur, with FXAA
Crysis_Switch_Config_FXAA.zip
https://yadi.sk/d/g6tA8LOhBfHfuA
So this increases the tree physics deformation rate to match the framerate?
 
Has someone got this glitch during the loading screen?
 
Last edited by cucholix,
someone has an advanced save?, I think mine got corrupted with so many settings experimentation, somehow a graphical corruption got into the save, started a fresh one and didn't happen the bug :unsure:
 
Crysis balance v0.3
Changelog:
-Further fine tuning shadow performance and quality
-Further fine tuning in LOD to gain performance
-Fixed a visual glitch with shaders in the paradrop scene which would lead to a crash
-Rid off of settings with minimal to no gain in visual quality at cost of performance
-Vegetation draw distance tweaks to improve it without affect water reflection (blinking reflection when zoom in visual issue)
-Further improvements to overall system stability and other minor adjustments have been made to enhance the user experience. kek

BTW, adding the line "g_godmode=1" in nx.cfg makes you invinsible :p, it's nice for testing purpouses
 

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Last edited by cucholix,

Crysis balance v1.0


It's major change from previous versions thereof v1.0, I fixed every bug I could find along the way from the start to the end of the game. It's important to note this version introduce a change in vegetation density, there's less vegetation overall, though the game still looks pretty. IMHO the vegetation at the original density introduce too much visual noise, with vegetation and shadows casts poping-in. Now there's less vegetation but it doesn't pop-in and cast shadows from distance. But vegetation is not the only change:
  • Due the decrease in vegetation density the dynamic resolution is less prone to kick-in.
  • Fixed a visual glitch that would occur with night vision indicator during night with night vision on.
  • Fixed the paradrop scene visual glitch where a screen shader is corrupted by water tesselation high value (set to original value).
  • Overall vegetation will load complex structures instead transitional sprites, it applies to distant vegetation too.
  • Increased LOD value.
  • Increased draw distance for objects textures.
  • Increased water caustics level.
  • Decreased underwater fog.
  • Lowered shadow jittering value, now shadows looks sharper, and rounded on the edges.
I tested most areas of the game, probably there are some oddities to hunt down, but overall it works pretty well, the frame rate is 30 fps for the most part, except during Paradise Lost (part 4 and 5), Exodus (all), and Reckoning (part 10 to 12),
it seems the game struggles with many aliens on screen, probably because all the effects.
 

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Last edited by cucholix,
Thank you both @cucholix and @Froll07 for the updates. I want to Delta the game already on Switch but idk which mod should I use for MAXIMUM (Crysis joke) performance/graphics. Have you guys check each other code? Do both mods feature more or less the same changes?

Given that Froll07's mod is updated for each version of the game, I guess it makes more changes than the config files, right?
 
Last edited by Deleted member 323844,
Thank you both @cucholix and @Froll07 for the updates. I want to Delta the game already on Switch but idk which mod should I use for MAXIMUM (Crysis joke) performance/graphics. Have you guys check each other code? Do both mods feature more or less the same changes?

Given that Froll07's mod is updated for each version of the game, I guess it makes more changes than the config files, right?
The only update available for the game was the introduction of gyro invert settings, it doesn’t have new settings in the .cfg.

In any case we already are using parameters that weren’t available in the original .cfg files so game version is irrelevant unless it’s a performance or graphic update.
 
Last edited by cucholix,
Thank you both @cucholix and @Froll07 for the updates. I want to Delta the game alr... ...ated for each version of the game, I guess it makes more changes than the config files, right?

After all the manipulations, I returned to the lightweight version of the configurations, FPS is more important than graphics.
At the moment I'm waiting for a patch (not 1.0.3) for further experimentation.


This configuration seems more optimized to me:
 

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I see. The patch was 1.2 and the game version 1.3.0. I thought that 1.2 was the previous version of the game :lol:

I will try both. Tbh I have played Crysis with really bad performance back in the day. I even finished it years ago through an Atom Z3735G (probably far worse than the Tegra T210 in raw power). On top of my original rig and that low-powered processor, Playstation 3 performance was even worse.
 
Last edited by Deleted member 323844,
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DF video about C:R optimizations. No word on this or 4pda project, when they have cleary used them as a base for further analysis :sleep:

Wrong. They asked me about how to get files and file structure from games before game was even released and they had knowledge about settings from PC version. They could use modders configs as future reference, but nothing crucial.
 
Wrong. They asked me about how to get files and file structure from games before game was even released and they had knowledge about settings from PC version. They could use modders configs as future reference, but nothing crucial.
Oh, ok. They could have credited the projects tho. They're showing scene tools so I cant see the problem.
 
Tesla and Status Monitor were credited when first time they introduced them in their channel. :P
Yes. I meant that they should have linked/credited these findings. Tools are already mentioned in the video.

I guess they knew how Crysis works, but realizing that 30 is actually 31 and 29 would fit better is not something that everyone would notice. I havent seen any video from them modding the PS3 and 360 version, and, at least in 360, config files are plain text, you can tweak the framerate and many other things.
 

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