ROM Hack RELEASE Crysis: Remastered graphics config files

Froll07

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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
+Graphics -resolution
1FX.jpg
1MX.jpg
2FX.jpg
2MX.jpg
 

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  • CrysisMax.zip
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MetoMeto

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All powerful switch cant even achieve 60fps and its strugling.
Nintendo will never change will they.

This was a big disappointment for me when i heard most switch games wont even be 60fps
 
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All powerful switch cant even achieve 60fps and its strugling.
Nintendo will never change will they.

This was a big disappointment for me when i heard most switch games wont even be 60fps
Fun fact: Not even the most powerful rig you can get nowdays (2080Ti + 10900K) can reach stable 60FPS on Windows Crysis in Ascension level at Very High settings + 4K.

So..
 
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cucholix

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It’s more enjoyable for me playing on TV with handheld mode active through reversenx, the shadows are no so deep and there’s less vegetation, but the dynamic resolution is less prone to kick in, overall I found some graphical oddities in original docked mode. Also you can keep a higher framerate.
 
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MetoMeto

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Fun fact: Not even the most powerful rig you can get nowdays (2080Ti + 10900K) can reach stable 60FPS on Windows Crysis in Ascension level at Very High settings + 4K.

So..
So...many games on all-powerful switch don't run 60fps,
which was my point.

Also there is this thing called optimization
which many developers fail to dowhen porting
or just couldn't care less...
 
Last edited by MetoMeto,

cucholix

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I took as base @Froll07 configs and created a more balanced setting so it doesn't affect framerate as much, also increased the shadow distance, the shadow transition (so it looks more natural and the shadow doesn't pop in out of nowhere), and shadow jittering (it not longer jitter in distant shadows).

The framerate is set at 29 as recommended be @masagrator to get locked 30 fps, it's just not possible get higher constant fps with all these tweaks in place.

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=190 // nx: 130, max: 190

--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=4

r_ShadowsUseClipVolume=1
r_ShadowJittering=3 // nx:1, max:
e_ShadowsOnAlphaBlend=0
e_GsmCache = 1
e_ShadowsConstBias = 1
e_ShadowsSlopeBias = 1
e_ShadowsMaxTexRes = "1024" // nx: "512", max: "1024"
e_GsmRange = 7.2 // nx: 3.6, max:
e_GsmRangeStep = 3 // nx: 3, max:
e_GsmLodsNum = 4 // nx: 4, only: 4
e_GsmSoftTransition = 4 // nx: 1, max:

--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=4


--sys_spec_Particles=1

e_ParticlesPoolSize = 1536
e_ParticlesEmitterPoolSize = 1536
e_ParticlesQuality = 2

--sys_spec_GameEffects=4

g_corpseMinTime = 8.0
g_corpseMinDistance = 40.0
g_battleDust_enable = 1
g_breakage_mem_limit = 500
g_tree_cut_reuse_dist = 1
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=1

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 = "1"

e_Coveragebufferrotationsafecheck=2
r_WaterReflections=1
e_WaterTesselationSwathWidth=40
r_WaterUpdateDistance=40.0
e_WaterOcean_fft=1
r_WaterReflectionsMinVisiblePixelsUpdate = 0.05
r_WaterRefractions = 1
r_WaterCausticsDistance = 92
r_WaterReflections_Quality = 4

e_LevelAutoPrecacheTexturesAndShaders = "1"
e_VegetationSprites = 1
e_VegetationSpritesMinDistance = 62
-- 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 = 1
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=1

p_max_mc_iters = 2000

 r_DisplayInfo = 1

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 = 29


-- copied from notperforce01's console.cfg

--ENGINE E_ e_
e_DecalsHitCache=1        // default: 1
e_DecalsNeighborMaxLifeTime=4    // default: 1
e_DecalsOverlapping=1        // default: 0
e_Dissolve=2            // 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 = 2    // default: 2     // Needs quality check (both platforms)
e_ShadowsCastViewDistRatio=1    // default: 1    // Needs quality check (both platforms)
e_MinShadowsCastViewDist=40.0
e_TerrainAo=1            // default: 0
e_VegetationSpritesMinDistance = 32    // 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=3            // default: 1

--RENDERER R_ r_
r_DynTexAtlasCloudsMaxSize = 16    // default: 8
r_DynTexMaxSize = 20        // default: 20
r_HDRBrightThreshold = 6    // default: 6
r_MotionBlurShutterSpeed = 250    // default: 250
r_RainAmount = 1        // default: 1.2    // Needs quality check
r_ssdo=1
r_SSAO=4            // default: 4
r_ShadersAsyncCompiling = 0
r_TexAtlasSize =  1024
r_VegetationSpritesTexRes = 128    // default: 64
r_WaterUpdateFactor = 0.05    // default: 0.15
r_coronas = 1            // default: 1 // unsuported on consoles atm
r_NightVision = 2 // 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=300 // default: 300, nx: 150, max: 600
e_LodRatio=10 // default: 6, nx: 5, max: 12
e_ViewDistMin=40 // default: 0, nx: 10, max: 50
e_ViewDistRatio=90 // default: 60, nx: 40, max: 170
e_ViewDistRatioCustom=90 // default: 60, nx: 50, max: 120
e_ViewDistRatioDetail=50 // default: 30, nx: 19, max: 90
e_ViewDistRatioLights=80 // default: , nx: 50, max: 170
e_ViewDistRatioPortals=100 // default: 60, nx: 60, max: 190
e_ViewDistRatioVegetation=70// default: 30, nx: 30, max: 70
e_VegetationSprites=1
e_VegetationMinSize=0

p_num_threads=2
d3d9_pip_buff_size = 24

r_ShadowsStencilPrePass = 2

r_DeferredShadingSortLights=1
r_DeferredShadingStencilMSAA=1 // 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 = 20        // default: 20, nx: 11
//r_PostMSAA = 0
r_shadersasyncactivation=0
r_shaderslogcachemisses=0
r_PostMSAA = 4
r_AntialiasingMode=4
r_AntialiasingTAAPattern=4
r_MotionBlur=2

q_ShaderPostProcess=1     //MotionBlur_v3
r_MotionBlurShutterSpeed = 0.1500    // default: 0.004 , MotionBlur_v3


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

There are a few comments in the .cfg so you can know what value was changed.
If the line contains:
Code:
nx: value, max: value (empty)
That means that line was modified.
"nx:" is the original value.
"max:" is the max value contained in @Froll07 configs, if max is empty you can try higher values.
"only:" means is you can't change that value or else will break the game.
"default:" are internal developer values

Oh, and before you ask, yes max overclock is needed CPU/GPU, if you want decent framerate.
 

Attachments

  • Crysis-balance.rar
    3.8 KB · Views: 285
Last edited by cucholix,

lh411

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I took as base @Froll07 configs and created a more balanced setting so it doesn't affect framerate as much, also increased the shadow distance, the shadow transition (so it looks more natural and the shadow doesn't pop out of nowhere), and shadow jittering (it not longer jitter in distant shadows).

The framerate is set at 29 as recommended be @masagrator to get locked 30 fps, it's just not possible get higher constant fps with all these tweaks in place.

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=190 // nx: 130, max: 190

--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=4

r_ShadowsUseClipVolume=1
r_ShadowJittering=3 // nx:1, max:
e_ShadowsOnAlphaBlend=0
e_GsmCache = 1
e_ShadowsConstBias = 1
e_ShadowsSlopeBias = 1
e_ShadowsMaxTexRes = "1024" // nx: "512", max: "1024"
e_GsmRange = 7.2 // nx: 3.6, max:
e_GsmRangeStep = 3 // nx: 3, max:
e_GsmLodsNum = 4 // nx: 4, only: 4
e_GsmSoftTransition = 4 // nx: 1, max:

--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=4


--sys_spec_Particles=1

e_ParticlesPoolSize = 1536
e_ParticlesEmitterPoolSize = 1536
e_ParticlesQuality = 2

--sys_spec_GameEffects=4

g_corpseMinTime = 8.0
g_corpseMinDistance = 40.0
g_battleDust_enable = 1
g_breakage_mem_limit = 500
g_tree_cut_reuse_dist = 1
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=1

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 = "1"

e_Coveragebufferrotationsafecheck=2
r_WaterReflections=1
e_WaterTesselationSwathWidth=40
r_WaterUpdateDistance=40.0
e_WaterOcean_fft=1
r_WaterReflectionsMinVisiblePixelsUpdate = 0.05
r_WaterRefractions = 1
r_WaterCausticsDistance = 92
r_WaterReflections_Quality = 4

e_LevelAutoPrecacheTexturesAndShaders = "1"
e_VegetationSprites = 1
e_VegetationSpritesMinDistance = 62
-- 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 = 1
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=1

p_max_mc_iters = 2000

 r_DisplayInfo = 1

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 = 29


-- copied from notperforce01's console.cfg

--ENGINE E_ e_
e_DecalsHitCache=1        // default: 1
e_DecalsNeighborMaxLifeTime=4    // default: 1
e_DecalsOverlapping=1        // default: 0
e_Dissolve=2            // 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 = 2    // default: 2     // Needs quality check (both platforms)
e_ShadowsCastViewDistRatio=1    // default: 1    // Needs quality check (both platforms)
e_MinShadowsCastViewDist=40.0
e_TerrainAo=1            // default: 0
e_VegetationSpritesMinDistance = 32    // 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=3            // default: 1

--RENDERER R_ r_
r_DynTexAtlasCloudsMaxSize = 16    // default: 8
r_DynTexMaxSize = 20        // default: 20
r_HDRBrightThreshold = 6    // default: 6
r_MotionBlurShutterSpeed = 250    // default: 250
r_RainAmount = 1        // default: 1.2    // Needs quality check
r_ssdo=1
r_SSAO=4            // default: 4
r_ShadersAsyncCompiling = 0
r_TexAtlasSize =  1024
r_VegetationSpritesTexRes = 128    // default: 64
r_WaterUpdateFactor = 0.05    // default: 0.15
r_coronas = 1            // default: 1 // unsuported on consoles atm
r_NightVision = 2 // 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=300 // default: 300, nx: 150, max: 600
e_LodRatio=10 // default: 6, nx: 5, max: 12
e_ViewDistMin=40 // default: 0, nx: 10, max: 50
e_ViewDistRatio=90 // default: 60, nx: 40, max: 170
e_ViewDistRatioCustom=90 // default: 60, nx: 50, max: 120
e_ViewDistRatioDetail=50 // default: 30, nx: 19, max: 90
e_ViewDistRatioLights=80 // default: , nx: 50, max: 170
e_ViewDistRatioPortals=100 // default: 60, nx: 60, max: 190
e_ViewDistRatioVegetation=70// default: 30, nx: 30, max: 70
e_VegetationSprites=1
e_VegetationMinSize=0

p_num_threads=2
d3d9_pip_buff_size = 24

r_ShadowsStencilPrePass = 2

r_DeferredShadingSortLights=1
r_DeferredShadingStencilMSAA=1 // 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 = 20        // default: 20, nx: 11
//r_PostMSAA = 0
r_shadersasyncactivation=0
r_shaderslogcachemisses=0
r_PostMSAA = 4
r_AntialiasingMode=4
r_AntialiasingTAAPattern=4
r_MotionBlur=2

q_ShaderPostProcess=1     //MotionBlur_v3
r_MotionBlurShutterSpeed = 0.1500    // default: 0.004 , MotionBlur_v3


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

There are a few comments in the .cfg so you can know what value was changed.
If the line contains:
Code:
nx: value, max: value (empty)
That means that line was modified.
"nx:" is the original value.
"max:" is the max value contained in @Froll07 configs, if max is empty you can try higher values.
"only:" means is you can't change that value or else will break the game.
"default:" are internal developer values

Oh, and before you ask, yes max overclock is needed CPU/GPU, if you want decent framerate.
now,do you find what value can change resloution or off dr resloution?
 

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  • Xdqwerty @ Xdqwerty:
    also gonna install twilight menu in my r4 flashcard
  • Psionic Roshambo @ Psionic Roshambo:
    One thing that just occurred to me.... The sound on the 2600 sucked less back then the harsh sound we hear now is from infinitely better speakers we have now, back when the 2600 was new speakers produced a almost muffled sound, like CRTs made old graphics look slightly better.
  • Psionic Roshambo @ Psionic Roshambo:
    I wonder if I could recommend that to some emulation devs that perhaps the sound could use some smoothing out to simulate those old TVs
  • Psionic Roshambo @ Psionic Roshambo:
    I think a few of the early systems could benefit from that, at least up to the 8 bit generation, by the 16 bit generation I think TVs had gotten a lot better in almost every way
  • Xdqwerty @ Xdqwerty:
    i dont have an sd card adapter but I have an usb sd card adapter
  • K3Nv2 @ K3Nv2:
    Old people games
  • Xdqwerty @ Xdqwerty:
    its not the one that comes with the r4
  • Xdqwerty @ Xdqwerty:
    doesnt work (my flashcard is from r4isdhc.com)
  • Xdqwerty @ Xdqwerty:
    might install ysmenu first
  • Psionic Roshambo @ Psionic Roshambo:
    Try Wood firmware
  • Psionic Roshambo @ Psionic Roshambo:
    For your R4
  • Psionic Roshambo @ Psionic Roshambo:
    It's old but it's the best firmware out for DS stuff
  • Xdqwerty @ Xdqwerty:
    it says it only works for the original R4, R4i Gold (r4ids.cn), R4iDSN (r4idsn.com) and Acekard R.P.G.
  • Xdqwerty @ Xdqwerty:
    nvm it does support mine
  • Xdqwerty @ Xdqwerty:
    but why choose it over ysmenu @Psionic Roshambo?
  • Xdqwerty @ Xdqwerty:
    bc im stupid?
  • Xdqwerty @ Xdqwerty:
    yea ik im stupid
  • Xdqwerty @ Xdqwerty:
    good night
  • Psionic Roshambo @ Psionic Roshambo:
    Just give it a try, but honestly if you have a 3DS you can play DS games without a card just off the internal SD card
  • Psionic Roshambo @ Psionic Roshambo:
    Slightly slower loading but a bit more convenient
  • BakerMan @ BakerMan:
    guys, my fuckin headphones have an out of place speaker
  • K3Nv2 @ K3Nv2:
    Did you try wearing them?
    B @ btjunior: @Xdqwerty 16