I've got an E8400 dual core with an 8800GT coming in the next day or so, with an extra PCI-E 16 slot if I want to do SLi. Now all I need to do is find some collection of tweaks I can make to Crysis so that it emulates the DX10 stuff while running in DX9. [A single game ain't worth switching to Vista, imho.]
All the info you need....
http://www.mechlivinglegends.net/component/option,com_smf/Itemid,36/topic,1117.0/Also, here is my cfg file, i get around 30fps on high/very high with my 8800gts 320mb, 2gb ddr2-800 dual channel ram and amd 4800+ 2.5ghz dual core. just copy paste this into a notepad file, rename it to autoexec.cfg (not autoexec.cfg.txt) and stick it in your game/config folder.
; |---------------------------------------------------------------------------------------|
; |Helder [HP] Pinto - Very High Quality Costum Config 1.3 FINAL |
; |This config has been tweaked to run Crysis withtin it's maximum beauty, |
; |while still getting minimaly smooth/playable FPS! |
; |Minimum System recomended is a Nvidia 8800, 2GB RAM and a fairly good dual core CPU. |
; |C&C:
http://crymod.com/thread.php?threadid=13790 |
; |---------------------------------------------------------------------------------------|
; User Options commands
con_restricted = 0
r_displayinfo = 0
r_VSync=0
d3d9_TripleBuffering=0
e_screenshot_width = 4096
e_screenshot_height = 3072
e_screenshot_quality = 100
e_screenshot_file_format = jpg
; Post Processing
r_ColorGrading = 1
r_DepthOfField = 2
r_MotionBlur = 1
; Shaders and Lighting
r_EyeAdaptationBase = 0.25
r_SSAO = 1
r_ssao_amount = 0.4
r_SSAO_darkening = 0.3
r_SSAO_quality = 1
r_SSAO_radius = 2
r_SSAO_blur = 2
r_SSAO_blurriness = 1
r_HDRlevel = 0.75
r_Usepom = 1
r_sunshafts = 1
r_Beams = 3
r_BeamsDistFactor = 0.1
r_BeamsMaxSlices = 250
; Shadows
e_shadows = 1
r_ShadowsMaskResolution = 0
e_shadows_on_alpha_blended = 0
e_shadows_from_terrain_in_all_lods = 1
e_shadows_cast_view_dist_ratio = 0.5
r_ShadowBlur = 3.0
e_shadows_max_texture_size = 512
r_ShadowJittering = 1
; Object Detail
e_obj_quality = 2
ca_useDecals = 1
e_decals_life_time_scale = 1
i_rejecteffects = 1
sys_flash_curve_tess_error = 4
e_view_dist_ratio = 60
e_max_view_dst_spec_lerp = 1
es_DebrisLifetimeScale = 0.3
e_cbuffer_resolution = 128
e_dissolve = 1
ca_DrawFaceAttachments = 1
ca_AttachmentCullingRation = 100
e_terrain_occlusion_culling = 1
e_terrain_occlusion_culling_max_dist = 100
; Vegetation
e_foliage_wind_activation_dist = 30
es_DebrisLifetimeScale = 0.3
r_DetailNumLayers = 2
r_DynTexAtlasSpritesMaxSize = 32
r_TexAtlasSize = 512
e_vegetation_bending = 0
e_vegetation_min_size = 0
e_proc_vegetation = 1
e_vegetation_use_terrain_color = 1
; Particles
e_particles_quality = 2
e_water_ocean_soft_particles = 0
e_particles_max_emitter_draw_screen = 32
e_particles_object_collisions = 0
r_UseSoftParticles = 1
e_particles_thread=1
; Water
r_WaterReflectionsQuality = 3
r_WaterUpdateDistance = 0.2
r_WaterCaustics = 1
r_WaterRefractions = 1
r_WaterReflections = 1
r_WaterGodRays = 1
e_water_ocean_fft = 1
e_water_tesselation_amount = 10
e_water_tesselation_swath_width = 10
q_ShaderWater = 3
e_phys_ocean_cell = 0.3
; Misc
e_max_entity_lights = 10
g_battleDust_enable = 0
g_breakage_particles_limit = 130
g_ragdollMinTime = 5
e_terrain_ao = 0
e_terrain_normal_map = 1
q_ShaderGeneral=3
; LODs
e_vegetation_sprites_distance_custom_ratio_min = 0.5
e_vegetation_sprites_distance_ratio = 1
e_cull_veg_activation = 50
e_view_dist_ratio_vegetation = 45
e_particles_lod = 1
es_MaxPhysDist = 60
es_MaxPhysDistInvisible = 10
e_terrain_lod_ratio = 1.5
e_view_dist_ratio_detail = 30
e_lod_ratio = 4
e_lod_min = 1
e_lods = 1
e_detail_materials_view_dist_xy = 8192
e_detail_materials_view_dist_z = 128
r_DetailDistance=6
; FPS Gain commands
r_UseEdgeAA = 2
r_TerrainAO_FadeDist = 1
r_GeomInstancing = 1
e_vegetation_static_instancing = 0
e_gsm_lods_num = 5
e_gsm_range = 3
e_gsm_cache = 0
e_ram_maps = 1
e_dissolve = 1
r_TexturesStreaming = 0
; Successfully loaded - Helder [HP] Pinto - Ultra High Quality Custom Config