ROM Hack RELEASE Crysis: Remastered graphics config files

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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.
Well, changing to 29 was my idea and shared my finding with them on DM. :creep:
 

cucholix

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Ok, decided to keep everything in just one file, and since nx.cfg overrides console_nx there's no reason to keep the later, so far here are my findings, also it's more easy to mod, and more friendly (I guess):
Code:
--ObjectDetail
e_TerrainOcclusionCullingMaxDist=190 // nx:130, no visible pop-in with 190 value while fast turning
e_LodMinTtris=400 // nx:150, default: 300, min triangles in which lod will be start be applied
e_LodRatio=12 // nx:5, default:6, Level of Detail ratio
e_ViewDistMin=10 // default:0
e_ViewDistRatio=60 // nx:40, default:60
e_ViewDistRatioCustom=50 // nx:50, default:60, controls gameplay enemy, vehicles highlight, example when marked with binoculars
e_ViewDistRatioDetail=30 // nx:19, default:30, draw distance for objects marked as detail by developer
e_ViewDistRatioLights=50 // default:
e_ViewDistRatioPortals=60 // default:60
e_ViewDistRatioVegetation=40 // default:30, increasing this value further could lead to a graphical glitch in water reflection of vegetation


--Texture
r_DynTexMaxSize = 15 // nx:15, default:20
e_TerrainDetailMaterialsViewDistXY=2048 // higher values increase the detail of objects in the XY plane like walls, rocks, objets in general
e_TerrainDetailMaterialsViewDistZ=128 // higher values increase the detail of the ground texture


--Vegetation
e_VegetationMinSize=3.5 // nx:0.5, higher values decrease vegetation density
e_VegetationSpritesDistanceRatio=1.5 // nx:1, increasing this value makes most vegetation render as complex structure instead simple sprites


--Shadows
r_ShadowsUseClipVolume=1
r_ShadowJittering=1.2 // nx:1, higher values softness shadows edges at cost of blurriness
r_ShadowsStencinlPrePass=2 // nx:2
e_ShadowsOnAlphaBlend=0 // nx:0, 1=enable shadows on alpha surfaces like windows, produces glitches on Switch, recommended=0
e_GsmCache=1
e_ShadowsMaxTexRes="512" // nx:"512" determines the shadow texture resolution quality, increase using x2 multipliers
e_GsmRange=3.6 // nx:3.6, use 3.6 to avoid graphic glitches
e_GsmRangeStep=3
e_GsmLodsNum=4
e_GsmSoftTransition=1 // nx:1, 1=enable soft transition shadow passes, 0=disable soft transition shadow passes, recommended=1
e_ShadowsCastViewDistRatio=0.6 // nx:0.6, default:1
e_MinShadowsCastViewDist=70.0 // nx:40, increasing this value increase the shadow draw distance


--Water
r_WaterReflections=1
e_WaterTesselationSwathWidth=10 // nx:10, only use 10 to avoid paradrop glitch in the fist mission
r_WaterUpdateDistance=40 // nx:1.0, higher values increase underwater draw distance
e_WaterOcean_fft=1
r_WaterReflectionsMinVisiblePixelsUpdate=0.015 // nx:0.05, decreasing this value helps to avoid interruptions in water animation, pd4forums recommended value 0.015
r_WaterRefractions=1
r_WaterCausticsDistance=80 // nx:16, increasing this value increase the detail in caustic water effect
r_WaterReflections_Quality=4


--PostProcess
r_AntialiasingMode=4 // nx:4 changing this value to any other will cause black screen
r_AntialiasingTAAPattern=4
r_MotionBlur=2
r_PostProcessEffects="1"
r_UseEdgeAA=1 // nx:1, 1=enable edge AA, 0=disable edge AA
r_SunShafts=2
r_Glow=1
r_beams=3
r_useSRGB=0
r_ColorGrading=2
r_ColorGradingCharts=1
r_RainMaxViewDist_Deferred=40
q_ShaderPostProcess=1 // nx:1, MotionBlur_v3
r_MotionBlurShutterSpeed=0.0015 // default:0.004, MotionBlur_v3


--System
sys_maxfps=29

r_multithreaded=2
p_num_threads=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
r_shadersasyncactivation=0 // don't delete
r_shaderslogcachemisses=0 // don't delete


--Game
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

g_godmode=0 // 1=enabled, your character is invinsible

--Renderer
r_Rain=2
r_dyntexmaxsize=20
 

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Last edited by cucholix,

Carsonline

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Ok, decided to keep everything in just one file, and since nx.cfg overrides console_nx there's no reason to keep the later, so far here are my findings, also it's more easy to mod, and more friendly (I guess):
Code:
--ObjectDetail
e_TerrainOcclusionCullingMaxDist=190 // nx:130, no visible pop-in with 190 value while fast turning
e_LodMinTtris=400 // nx:150, default: 300, min triangles in which lod will be start be applied
e_LodRatio=12 // nx:5, default:6, Level of Detail ratio
e_ViewDistMin=10 // default:0
e_ViewDistRatio=60 // nx:40, default:60
e_ViewDistRatioCustom=50 // nx:50, default:60, controls gameplay enemy, vehicles highlight, example when marked with binoculars
e_ViewDistRatioDetail=30 // nx:19, default:30, draw distance for objects marked as detail by developer
e_ViewDistRatioLights=50 // default:
e_ViewDistRatioPortals=60 // default:60
e_ViewDistRatioVegetation=40 // default:30, increasing this value further could lead to a graphical glitch in water reflection of vegetation

--Texture
r_DynTexMaxSize = 15 // nx:15, default:20
e_TerrainDetailMaterialsViewDistXY=2048 // higher values increase the detail of objects in the XY plane like walls, rocks, objets in general
e_TerrainDetailMaterialsViewDistZ=128 // higher values increase the detail of the ground texture


--Vegetation
e_VegetationMinSize=3.5 // nx:0.5, higher values decrease vegetation density
e_VegetationSpritesDistanceRatio=1.5 // nx:1, increasing this value makes most vegetation render as complex structure instead simple sprites


--Shadows
r_ShadowsUseClipVolume=1
r_ShadowJittering=1.2 // nx:1, higher values softness shadows edges at cost of blurriness
r_ShadowsStencinlPrePass=2 // nx:2
e_ShadowsOnAlphaBlend=0 // nx:0, 1=enable shadows on alpha surfaces like windows, produces glitches on Switch, recommended=0
e_GsmCache=1
e_ShadowsMaxTexRes="512" // nx:"512" determines the shadow texture resolution quality, increase using x2 multipliers
e_GsmRange=3.6 // nx:3.6, use 3.6 to avoid graphic glitches
e_GsmRangeStep=3
e_GsmLodsNum=4
e_GsmSoftTransition=1 // nx:1, 1=enable soft transition shadow passes, 0=disable soft transition shadow passes, recommended=1
e_ShadowsCastViewDistRatio=0.6 // nx:0.6, default:1
e_MinShadowsCastViewDist=70.0 // nx:40, increasing this value increase the shadow draw distance


--Water
r_WaterReflections=1
e_WaterTesselationSwathWidth=10 // nx:10, only use 10 to avoid paradrop glitch in the fist mission
r_WaterUpdateDistance=40 // nx:1.0, higher values increase underwater draw distance
e_WaterOcean_fft=1
r_WaterReflectionsMinVisiblePixelsUpdate=0.015 // nx:0.05, decreasing this value helps to avoid interruptions in water animation, pd4forums recommended value 0.015
r_WaterRefractions=1
r_WaterCausticsDistance=80 // nx:16, increasing this value increase the detail in caustic water effect
r_WaterReflections_Quality=4


--PostProcess
r_AntialiasingMode=4 // nx:4 changing this value to any other will cause black screen
r_AntialiasingTAAPattern=4
r_MotionBlur=2
r_PostProcessEffects="1"
r_UseEdgeAA=1 // nx:1, 1=enable edge AA, 0=disable edge AA
r_SunShafts=2
r_Glow=1
r_beams=3
r_useSRGB=0
r_ColorGrading=2
r_ColorGradingCharts=1
r_RainMaxViewDist_Deferred=40
q_ShaderPostProcess=1 // nx:1, MotionBlur_v3
r_MotionBlurShutterSpeed=0.0015 // default:0.004, MotionBlur_v3


--System
sys_maxfps=29

r_multithreaded=2
p_num_threads=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
r_shadersasyncactivation=0 // don't delete
r_shaderslogcachemisses=0 // don't delete


--Game
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

g_godmode=0 // 1=enabled, your character is invinsible

--Renderer
r_Rain=2
r_dyntexmaxsize=20

Nice work! If you don't mind can you make a patch but with no enhancements just have 30fps and not 31? I tried and I couldnt get it to work lol
 

cucholix

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Uddated to work with 1.6.0, I was getting crashes with my previous config, enabled POM settings to reflect latest update changes, tunned slightly down draw distance (the game seemingly gets bandwidth starved with higher draw distance settings now that POM is enabled).

Please report if you get freeze/crash.
 

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tripnation

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Uddated to work with 1.6.0, I was getting crashes with my previous config, enabled POM settings to reflect latest update changes, tunned slightly down draw distance (the game seemingly gets bandwidth starved with higher draw distance settings now that POM is enabled).

Please report if you get freeze/crash.

Comparison between stock and @crucholix's config:
https://im3.ezgif.com/tmp/ezgif-3-f5104ffcff9d.gif

ezgif-3-f5104ffcff9d.gif
 
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ecl0674

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@ecl0674
Thanks for your great job on crysis 2 mod.
I added mod to my contents folder then restart but I do not see any fps drop ;is that normal?or mod is not working..
Hello! You downloaded my mod from 4pda? Go to options and check graphics. If you see some new graphics settings, that mean the mod is working.
 

Amirgh

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Hello! You downloaded my mod from 4pda? Go to options and check graphics. If you see some new graphics settings, that mean the mod is working.
Yeah from there but I didn't see any change in option.
My crysis is 1.1.0 and game title is same as mod.
 

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ecl0674

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Are there any problems with other mods? Sorry, but I don't know why this mod doesn't work. Maybe someone else can help you.
 

Amirgh

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Are there any problems with other mods? Sorry, but I don't know why this mod doesn't work. Maybe someone else can help you.
Yeah other works well like witcher 3 I can see graphic options;Anyway thanks for your great job.Hope your next project is gta .
 

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