Author Topic: I got it to work. Frame rates  (Read 843 times)

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Offline Mattk50

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Re: I got it to work. Frame rates
« Reply #15 on: February 06, 2012, 02:04:44 PM »
This is my current autoconfig file:

con_restricted = 0

s_maxchannels = 128

hud_showAllObjectives = 1

e_particles_thread = 2

gpu_particle_physics = 1

sys_physics_CPU = 3

log_FileVerbosity = 0

log_Verbosity = 0

r_MotionBlur = 0

Not entirely sure what some of those are, could anyone elaborate?

Offline (TLL)KitLightning

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Re: I got it to work. Frame rates
« Reply #16 on: February 06, 2012, 03:08:51 PM »
con_restricted [0,1] - If set to 0 this will unlock the console to be able to write all cvars directly in the console. It is by default set to 1, allowing only a limited of cvars to be written.

s_maxchannels = 128 - Defines the maximum allowed channels to be used.

hud_showAllObjectives [0,1] - Show all on screen objectives, not only the active one.

gpu_particle_physics [0,1] - If set to 1, appears to enable the processing of particle physics on the GPU (graphics card). Since the particle system is already threaded (see e_particles_thread), this setting will likely only improve performance on systems with single-core CPUs and fast graphics cards (system).

e_particles_thread [0,1] - Determines whether the particle system - if enabled - is threaded or not. This should always be set to 1 on a system with a multi-core CPU to provide optimal performance, as it prevents additional slowdowns during explosions and combat. In fact this is one of the reasons why Crysis doesn't suffer from major slowdowns during the highly detailed explosions on multi-core systems (system).

sys_physics_cpu [0,1] - The default setting will unsyncs physics from the GPU framerate.If set to 0 this will syncs physics with the gpu.

log_FileVerbosity 0,1] - Defines the verbosity level for file log messages (if log_Verbosity defines higher value this one is used).
0 = suppress all logs(except eAlways) 1=additional errors 2=additional warnings 3=additional messages 4=additional comments.

log_Verbosity [0,1] - Defines the verbosity level for console log messages (use log_FileVerbosity for file logging)
0=suppress all logs(except eAlways) 1=additional errors 2=additional warnings 3=additional messages 4=additional comments


r_MotionBlur [0,1,2,3,4,5,101,102,103,104] - This setting controls the use of Motion Blur, which is most visible when turning around in the game. Setting it to 0 disables this form of blurring and can noticeably improve FPS; 1 enables it; 3 enables it and also allows it to blur not just your view, but also blur fast moving objects in DX10; 4 enables it and allows object motion blur in DX9 mode. Each level progressively lowers FPS. Again, it should be kept in mind that to get full object motion blurring in DX9 (e.g. the blurring on the movement of your own arms), you need to set this command to 5 (which is above the Very High level), whereas it occurs at 3 in DX10 Very High mode, and you also need to also make sure q_Renderer=3 for it to work.

Sources:
http://www.crydev.net/wiki/index.php/Console_Commands_and_CVars
http://www.biocookies.com/bio-center/crysis-bio-center/crysis-info/crysis-wars-consol-commands

Edit Defender: Mybad. Went to quote. Accidentally edited.
« Last Edit: February 06, 2012, 11:28:54 PM by Defender »


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Online (TLL)CapperDeluxe

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Re: I got it to work. Frame rates
« Reply #17 on: February 06, 2012, 05:20:00 PM »
sys_physics_cpu [0,1] - The default setting will unsyncs physics from the GPU framerate.If set to 0 this will syncs physics with the gpu.

so does that mean if you set to 1 then it will put the physics on your first CPU core, and 2 to your 2nd CPU core?
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Offline (TLL)KitLightning

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Re: I got it to work. Frame rates
« Reply #18 on: February 06, 2012, 07:26:19 PM »
The entries on that one are conflicting imo. One states the above though on CryWiki its:

sys_physics_CPU - Specifies the physical CPU index physics will run on.

Which afaik should be understood as:
0 = first core, 1 = second core, 2 = third core, 3 = fourth core


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Offline CGB [CoffiNail]

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Re: I got it to work. Frame rates
« Reply #19 on: February 06, 2012, 09:02:58 PM »
going to be trying some of these, thanks Bear and others.

As well, great to see you back and around. :)



Offline Defender

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Re: I got it to work. Frame rates
« Reply #20 on: February 06, 2012, 11:31:04 PM »
r_MotionBlur [0,1,2,3,4,5,101,102,103,104] - This setting controls the use of Motion Blur, which is most visible when turning around in the game. Setting it to 0 disables this form of blurring and can noticeably improve FPS; 1 enables it; 3 enables it and also allows it to blur not just your view, but also blur fast moving objects in DX10; 4 enables it and allows object motion blur in DX9 mode. Each level progressively lowers FPS. Again, it should be kept in mind that to get full object motion blurring in DX9 (e.g. the blurring on the movement of your own arms), you need to set this command to 5 (which is above the Very High level), whereas it occurs at 3 in DX10 Very High mode, and you also need to also make sure q_Renderer=3 for it to work.

Sources:
http://www.crydev.net/wiki/index.php/Console_Commands_and_CVars
http://www.biocookies.com/bio-center/crysis-bio-center/crysis-info/crysis-wars-consol-commands

I was reading up on this one yesterday and found that 1,2,3 is for Singleplayer while 101,102,103 is for Multiplayer.
Haven't had a chance to test them yet.
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Offline Defender

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Re: I got it to work. Frame rates
« Reply #21 on: February 07, 2012, 06:00:08 AM »
Well, I don't know what I did, but I flipped a bunch of switches and got a graphics boost and performance boost of roughly 20-30 frames on one machine.

I know a couple things I did was use my Nvidia control panel to make a custom Crysis config. Then I set everything to max, and override the game settings. In there, I enabled Vsync and Triple-buffering, and set the amount of max frames to buffer in advance @ 8 (I think the default was like 3 or 5).

Generally, I'd play on a mix of low-very high, no AA, @ 1920x1080. I switched it up and moved the game from my 22in LCD to my 17in CRT, which has a max rez of 1280x720. Generally, lower the resolution did nothing for me as my frames would always hover between 15-30 and changing the graphics settings didn't change much either.

Now, for some reason in all those settings (everything in my nvidia control panel maxed, as well as game itself, with 16xAA) I'm getting 45-60FPS in comparison to the 15-35 I was getting before (everything in my nvidia control panel on performance and application preference, low-high spec in game and 0xAA) and even when it dips it's smoother.

I wish I knew what I did because this is retarded.
I have to find the magic button.

System is:
Phenom II X4 @ 3.0ghz
8GB DDR2 800
GTX 285

Nothing spectacular, but a 50% gain in performance and quality because I pushed a couple buttons is nuts.


Edit: Added imagery, also, my laptop's AMD control panel seems to be much more limited.
« Last Edit: February 07, 2012, 06:17:08 AM by Defender »
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Offline Freeborn_Toad

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Re: I got it to work. Frame rates
« Reply #22 on: February 07, 2012, 08:02:29 AM »
A note on maximum pre-rendered frames...

This can occasionally improve frame rate and smoothness slightly, but if the system does actually ever pre-render that many frames, you will almost certainly see noticeable input lag.

I usually recommend a setting of 1 * the number of GPUs you are using.

Offline Mattk50

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Re: I got it to work. Frame rates
« Reply #23 on: February 07, 2012, 04:41:15 PM »
Defender, do you know which of the options gave you this boost? it seems to be worth the test, disabling everything and then testing through to see what gives you the most boost, as thats a huge increase in performance that a ton of people would love to have.

Offline Defender

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Re: I got it to work. Frame rates
« Reply #24 on: February 07, 2012, 09:58:59 PM »
I'd say try the Triple Buffer/Vsync/Power Management/Pre-Rendered Frames/Single Display Performance settings.
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Offline ~SJ~NotSoCoolJ

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Re: I got it to work. Frame rates
« Reply #25 on: February 09, 2012, 07:31:55 AM »
Here is the one I use.
Code: [Select]
;[~]SETS IN-GAME GRAPHICS SETTINGS TO LOW AUTOMATICALLY[~]

log_Verbosity = 0
log_FileVerbosity = 0
sys_spec_Full = 0
sys_spec_ObjectDetail = 0
sys_spec_Shading = 0
sys_spec_VolumetricEffects = 0
sys_spec_Shadows = 0
sys_spec_Texture = 0
sys_spec_Physics = 0
sys_spec_PostProcessing = 0
sys_spec_Particles = 0
sys_spec_Sound = 4
sys_spec_Shadows = 0
sys_spec_Water = 0
sys_spec_GameEffects = 0

;[~]CUSTOMIZE THESE SETTINGS TO YOUR OWN COMPUTER[~]

con_restricted = 0
r_width = 1920
r_height = 1080
r_VSync = 0
d3d9_TripleBuffering =
r_displayinfo = 0
sys_physics_CPU = 1
r_VSync = 1
;[~]BASE PERFORMANCE BOOSTERS[~]

e_cbuffer = 2
cl_hitBlur = 0
cl_hitShake = 0
r_MultiGPU = 2
r_GeomInstancing = 1
e_particles_thread = 1
es_ondemandphysics = 1
gpu_particle_physics = 1
r_CullGeometryForLights = 1
e_vegetation_static_instancing = 0
e_terrain_occlusion_culling = 1
e_terrain_occlusion_culling_version = 0
e_terrain_occlusion_culling_max_dist = 200

;[~]CUSTOMIZE FOR YOUR CUSTOM SCREENSHOT SETTINGS[~]; ONLY WORK in the EDITOR (Sandbox 2)

e_screenshot_width = 1920
e_screenshot_height = 1080
e_screenshot_quality = 100
e_screenshot_file_format = jpg

;[~]CUSTOM HIGH DYNAMIC RANGE SETTINGS[~]

r_HDRRendering = 2
r_HDRLevel = 1.2
r_HDRBrightOffset = 35.3
r_HDRBrightThreshold = 7
r_Glow = 1
r_GlowScreenMultiplier = 0.4

;[~]CUSTOM AMBIENT OCCLUSION SETTINGS[~]

e_terrain_ao = 1
r_TerrainAO = 7
r_TerrainAO_FadeDist = 5.3

;[~]CUSTOM SCREEN-SPACE AMBIENT OCCLUSION SETTINGS[~]

r_SSAO = 0
r_SSAO_amount = 0.35
r_SSAO_blur = 4
r_SSAO_blurriness = 1
r_SSAO_darkening = 1
r_SSAO_quality = 2
r_SSAO_radius = 2

;[~]OBJECT-QUALITY SETTINGS[~]

e_obj_quality = 3
e_proc_vegetation = 1
ca_useDecals = 1
e_decals = 1
e_decals_allow_game_decals = 1
e_decals_life_time_scale = 2
e_lod_ratio = 6           
e_lod_min = 0
e_view_dist_ratio_detail = 45
e_view_dist_ratio_vegetation = 50
e_vegetation_min_size = 0
i_rejecteffects = 1
e_vegetation_bending = 2
sys_flash_curve_tess_error = 1
e_view_dist_ratio = 60
e_max_view_dst_spec_lerp = 1
e_vegetation_sprites_distance_custom_ratio_min = 1.1
e_vegetation_sprites_distance_ratio = 1.55
e_detail_materials_view_dist_z = 128
es_DebrisLifetimeScale = 0.3
e_cbuffer_resolution = 256
e_dissolve = 1
ca_DrawFaceAttachments = 1
ca_AttachmentCullingRation = 120
ca_FacialAnimationRadius=3

;[~]GAME EFFECTS SETTINGS[~]

i_lighteffects = 1
g_ragdollMinTime = 15.0
g_ragdollUnseenTime = 2
g_ragdollDistance = 25.0
g_battleDust_enable = 0
ai_UpdateInterval = 0.26

;[~]PARTICLE SETTINGS[~]

e_particles_quality = 1
e_particles_lod = 1
e_particles_lights = 1
e_particles_receive_shadows = 0
r_UseSoftParticles = 0
e_water_ocean_soft_particles = 0
e_particles_object_collisions = 0


;[~]PHYSICS SETTINGS[~]

e_cull_veg_activation = 50
g_joint_breaking = 1
g_tree_cut_reuse_dist = 0.35
p_max_MC_iters = 4000     
e_phys_foliage = 2
e_vegetation_wind = 1
es_MaxPhysDist = 60
es_MaxPhysDistInvisible = 10
e_phys_ocean_cell = 1
e_foliage_wind_activation_dist = 10
g_breakage_particles_limit = 70
v_vehicle_quality = 4
p_max_substeps_large_group = 5
p_num_bodies_large_group = 100


;[~]POST PROCESSING EFFECTS SETTINGS[~]

r_PostProcessEffects = 1
r_MotionBlur = 0
r_Flares = 1
r_Coronas = 1
r_FSAA = 1
r_FSAA_samples 4
r_UseEdgeAA = 0
r_sunshafts = 1
r_colorgrading = 1
r_WaterGodRays = 1
r_DepthOfField = 0
g_Dof_Ironsight = 0

;[~]SHADER QUALITY SETTINGS[~]

q_ShaderGeneral = 3
q_ShaderMetal = 2
q_ShaderGlass = 2
q_ShaderVegetation = 2
q_ShaderIce = 2
q_ShaderTerrain = 2
q_ShaderShadow = 1
q_ShaderFX = 3
q_ShaderPostProcess = 3
q_ShaderHDR = 2
q_ShaderSky = 2
q_ShaderWater = 2
q_Renderer = 3
r_LightsSinglePass = 0

;[~]SPECIFIC SHADER SETTINGS[~]

e_sky_type = 1
e_sky_update_rate = 1
r_DetailTextures = 1
r_DetailNumLayers = 2
r_DetailDistance = 8
e_ram_maps = 1
sys_flash_edgeaa = 1
e_vegetation_use_terrain_color = 1
e_max_entity_lights = 14
r_UsePom = 0
r_EnvTexUpdateInterval = 0.01
r_TexturesFilteringQuality = 0
r_HairSortingQuality = 1
r_FillLights = 14

;[~]SHADOW SETTINGS[~]

e_shadows = 1         
r_ShadowJittering = 1
e_shadows_max_texture_size = 1000
r_ShadowBlur = 0
e_gsm_lods_num = 5
e_gsm_range = 6
e_gsm_range_step = 1.96
e_shadows_cast_view_dist_ratio = 1
r_ShadowsMaskResolution = 0
e_shadows_on_alpha_blended = 0
e_shadows_from_terrain_in_all_lods = 0
e_gsm_cache = 1
r_ShadowGen = 1
r_shadowtexformat = 4
e_gsm_combined=0
e_gsm_view_space=0
e_shadows_occ_check=0
e_shadows_occ_cutCaster=0
e_shadows_slope_bias=0
r_UseShadowsPool=0
r_ShadowPass=1
r_ShadowsStencilPrePass=1

;[~]SOUND SETTINGS[~]

s_ReverbType = 1
s_maxchannels = 128

;[~]TEXTURE SETTINGS[~]

sys_LowSpecPak = 0
r_TexResolution = 0
r_TexBumpResolution = 0
r_TexSkyResolution = 2
r_ImposterRatio = 0
r_EnvCMResolution = 2
r_EnvTexResolution = 3
r_DynTexMaxSize = 80
r_TexAtlasSize = 1024
r_DynTexAtlasCloudsMaxSize = 32
r_DynTexAtlasSpritesMaxSize = 24
r_VegetationSpritesTexRes = 64

;[~]VOLUMETRIC EFFECTS SETTINGS[~]

r_Beams = 1
r_BeamsDistFactor = 0.01
r_BeamsMaxSlices = 32
e_Clouds = 1
r_CloudsUpdateAlways = 0

;[~]OCEAN/WATER SETTINGS[~]

r_WaterRefractions = 1
r_WaterReflections = 1
e_water_tesselation_amount = 5
e_water_tesselation_swath_width = 5
r_WaterCaustics = 1
r_WaterReflectionsQuality = 1
e_water_ocean_fft = 1
r_WaterReflectionsMinVisiblePixelsUpdate = 0.005

;[~]FOR HIGH-DETAIL ON MOUNTAINS[~]*KEY*

e_terrain_normal_map = 0
e_terrain_lod_ratio = 1
e_terrain_texture_lod_ratio = 1
e_detail_materials_view_dist_xy = 4096
r_TexturesStreaming = 0

;[~]Personal Settings[~]

v_invertAeroPitchControl=1
r_fullscreen = 1
bind m exec name.cfg
hud_showAllObjectives = 1
consoleshow

Now if only there was someway to actually turn motion blur off. I have tried the slider, I have tried the command. Nothing seems to work in that regard. For me it's stuck at 3.
These settings are really only for the masochist. Most of them only get you a small percentage point of an increase. I just wish I could find the setting that is responsible for single digit frames whenever I see a missile hit the water. For some reason that is the only thing that kills my FPS. Most times it's firmly above 70.

Offline Bear

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Re: I got it to work. Frame rates
« Reply #26 on: February 09, 2012, 03:34:29 PM »
you've tried con_restricted = 0 first before trying r_motionblur =0 right? And how about making the Config file and game.cfg file read-only?

The percentage increase you'll get depends on what your FPS is before trying them. If you're running high at 70+, and increase 4FPS, it's a lot different than running 30 and getting 4FPS.

The averages I show for my system just from Triple Buffering is around 13%ish. That was an increase of 4.5FPS at 41 to 45, and 9FPS at 50 to 59

The increase for what I did earlier was from 28 FPS to 52. that's like an 85% increase. It's astonished me so far because honestly I feel like they should only net me maybe a 5-6% increase.

It seems to vary from system to system though.

Offline EvilTechno

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Re: I got it to work. Frame rates
« Reply #27 on: February 28, 2012, 08:09:21 AM »
Freeborn_Toad got a point.
Also the higher frame rates might be useful, they don't come for free compared to the old, lower framerate.

The non-tripple-buffering framerate is the real deal. That's what CPU and GPU can produce in the very moment.
The tripple-buffering will smooth things up with "old", prerendered data.
So if you would go for 8 prerendered frames, you would have (worst case) an additional lag of 8 screens. With 30 fps that's about 250ms more lag. Adding that to a lag of about 100ms you have anyway and considering that the framerate still will break down when you fire / get fired at and particles come in, you will have a constant, high framerate but you will see less, than without TB.
In other words, you face an enemy mech, fire at "the same time" as he does. Then he will have seen you first, fired at you first, and the "shake screen" effect might affect your aiming also it has not been yet displayed.

It's a tradeoff between FPS/smoothness and lag, and a little bit TB might be useful (have to check that out). But usually adding lag to a FPS is a bad idea.