Author Topic: autoexec.cfg free for all [SOLVED] (don't go past this post :) )  (Read 5196 times)

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Offline cest73

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Re: autoexec.cfg free for all
« Reply #15 on: May 09, 2015, 09:43:28 PM »
slowly i updated my HW spec:
- HDD is SATA2 SSD (25MB/sec write)
- CPU X5460 @400x8.5 (currently)
- HD6770@~950MHz 1GB DDR5@~1200MHz

and with latest settings and AMD s/w on High performance i get ~60 (20 ... 45) typical bottomline

and i regard this low end for decent gaming machines :o (so golden middle spec)

would there be any objections?
the machine cost me $350 (it's case-less (have pictures)) and there where parts bought not used any more not included  ::)

would I count it as 20ish FPS it's $18/fps  :o

now i seek how to limit fps at a value  ???
"Complete destruction of House No. 1, located 3,500 feet from ground zero, by an atomic blast on March 17, 1953, at Yucca Flat at the Nevada Proving Ground"

HPG data-links: Easy tweak FPS n'more
1st 2 weeks and BA guide
101 Survival guide;[R.S.]
NEWS!

Offline cest73

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Re: autoexec.cfg free for all
« Reply #16 on: May 16, 2015, 03:47:04 PM »
i slowly OC my xeon (until burnes through  :o )
3.8GHz (400MHz x 9.5)  ::)
while mi HD6770 is only @825MHz  (OC-ed only +25MHz) and 1100 for RAM (factory speed)

and slowly advance my aytoexec further (last few rounds i played with the attached file)

NOTE:
I get about 2x 3Dmark points ofr CPU than i get for VGA okay?  ???

have nice time and remember:

play nice & die hard  8)
"Complete destruction of House No. 1, located 3,500 feet from ground zero, by an atomic blast on March 17, 1953, at Yucca Flat at the Nevada Proving Ground"

HPG data-links: Easy tweak FPS n'more
1st 2 weeks and BA guide
101 Survival guide;[R.S.]
NEWS!

Offline cest73

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Re: autoexec.cfg free for all
« Reply #17 on: May 24, 2015, 08:36:54 PM »
This one particular autoexec.cfg in the attachment was forged in the fire of spite battle at Underground_TSA, Kagoshima_TC and Hellsgate_TC.
 :o
 8)
The rig:
Athlon 64 x2 5400+ stock 2.8GHz
on Abit Ab-9 (ancient) Nvidia MCP-55
2+2Gb 800MHz dual channel RAM (6-6-6-18)
Radeon HD6770 1G DDD5 (the like (same?) as quad rig)
Win7 x64
compared to the MIDSPEC_HQ it provides about four times (x4) the frame rate on same rig

true the third core is missing for decent duelling
and the quads seem to be the best option for competitive game play

Win index for:
CPU is 5.9
VGA is 7.3

 ??? the xeon gets 7.9 flat  :-X
"Complete destruction of House No. 1, located 3,500 feet from ground zero, by an atomic blast on March 17, 1953, at Yucca Flat at the Nevada Proving Ground"

HPG data-links: Easy tweak FPS n'more
1st 2 weeks and BA guide
101 Survival guide;[R.S.]
NEWS!

Offline cest73

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Re: autoexec.cfg free for all [SOLVED]
« Reply #18 on: June 05, 2015, 05:33:37 PM »
i know no one is reding this any more  ::)
i just thought i post my final config i settled with here:
Code: [Select]
con_restricted = 0
e_cbuffer = 1
net_enable_voice_chat = 0
sys_spec_Full = 1
sys_physics_CPU = 3
sys_spec_Water = 2
cl_hitBlur = 0
cl_hitShake = 0
r_MultiGPU = 2
r_GeomInstancing = 1
e_lods = 1
e_particles_thread = 2
es_ondemandphysics = 1
sys_flash_edgeaa = 1
gpu_particle_physics = 2
r_usesoftparticles = 0
r_CullGeometryForLights = 1
e_vegetation_static_instancing = 1
e_terrain_occlusion_culling = 1
e_terrain_occlusion_culling_version = 0
e_terrain_occlusion_culling_max_dist = 200
e_hw_occlusion_culling_objects = 1
e_hw_occlusion_culling_water = 1
e_precache_level = 1
e_lod_min = 2
e_lod_ratio = 6
r_SSAO = 0
r_vsync = 1
sys_LowSpecPak = 1

;[~]PARTICLE SETTINGS[~]

e_particles_quality = 2

;[~]SOUND SETTINGS[~]

s_ReverbType = 1
sys_spec_Sound = 4
s_maxchannels = 128

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

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

;[~]Personal Settings[~]

v_invertAeroPitchControl = 1
v_invertAeroYawControl = 1
r_fullscreen = 1
consoleshow

;[~]Dispaly FPS
r_displayinfo = 1

it's heavy based on the official low spec config i tweaked it just a bit for Quad core (hopefully) and all I have to note is:
i run it on W7 SP1 and get 30/60 FPS stable on most time  ???
my performance in game is ever better since  :o
FWIW
"Complete destruction of House No. 1, located 3,500 feet from ground zero, by an atomic blast on March 17, 1953, at Yucca Flat at the Nevada Proving Ground"

HPG data-links: Easy tweak FPS n'more
1st 2 weeks and BA guide
101 Survival guide;[R.S.]
NEWS!

Offline Bill

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Re: autoexec.cfg free for all [SOLVED] (see at end)
« Reply #19 on: June 05, 2015, 08:00:09 PM »
I'm still reading ding dong.

Offline cest73

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Re: autoexec.cfg free for all [SOLVED] (see at end)
« Reply #20 on: June 06, 2015, 12:04:19 PM »
sorry,
i guess i was just mean  :o

Of course people read this but no one seems to feed any back???

BTW: the guide's LOW_SPEC seems to be about right for dual core setups, but as i figured there is a considerable gap between dual and quad setups.

Lately i also figured i lack of proper OCing my rig ("funny performance"  ??? ::) :P :-X ) so i stick to the last posted config on it (just tweaked the few CPU-GPU params in top dozen lines and added FPS on the end)

The game is sort of 90's look ;D but FPS stay 30/60 most of time  ::)

i also POOLuted the thread so please do pool in8)

NOTE:
the most influencing setting (for instance on TC_Thunderrift)
Code: [Select]
sys_spec_Water = 2for aim through water
vs
Code: [Select]
sys_spec_Water = 1more FPS while outside of water
« Last Edit: June 06, 2015, 12:15:52 PM by cest73 »
"Complete destruction of House No. 1, located 3,500 feet from ground zero, by an atomic blast on March 17, 1953, at Yucca Flat at the Nevada Proving Ground"

HPG data-links: Easy tweak FPS n'more
1st 2 weeks and BA guide
101 Survival guide;[R.S.]
NEWS!

Offline Star Wraith

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Re: autoexec.cfg free for all
« Reply #21 on: June 06, 2015, 12:18:30 PM »
found CCC
The CCC version you used to make these autoexec is old and outdated. You used version 2.2, which was good for Crysis, but you should use the 3.0, which is good for Crysis Warhead...don't know how to get it. Maybe I still have it on one of my HDD, will look for it.

Also, autoexec files will only help your GPU. If you have a good GPU, and you still have low FPS because your CPU is not powerful enough, putting a tweaked autoexec file won't help at all, man.

Offline Bill

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Re: autoexec.cfg free for all [SOLVED] (see at end)
« Reply #22 on: June 06, 2015, 02:18:16 PM »
sorry,
i guess i was just mean  :o

Of course people read this but no one seems to feed any back???

Haha you weren't, so don't sweat it.

Feedback wise, well I am currently using your  autoexec_MIDSPEC_HQ.zip version and it looks great, I'm running in and around the area of 60fps, sometimes higher, sometimes lower.

The only real problem is I'm getting unexpected crashes, now I'm not certain if that is due to the autoexc or the GS work around I went with, so it's going to be a trial and error process to figure out.

Offline cest73

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Re: autoexec.cfg free for all [SOLVED] (see at end)
« Reply #23 on: June 10, 2015, 11:54:50 PM »
@Bill:
  O
 ::)
well: try the install guide one and play few days,
then try-back mine and compare the amount of crashes?
BTW: i play on quad low_spec and death and destruction are my shadows since doing so  8)
@Starch1ld:
found CCC
The CCC version you used to make these autoexec is old and outdated. You used version 2.2, which was good for Crysis, but you should use the 3.0, which is good for Crysis Warhead...don't know how to get it. Maybe I still have it on one of my HDD, will look for it.

Also, autoexec files will only help your GPU. If you have a good GPU, and you still have low FPS because your CPU is not
powerful enough, putting a tweaked autoexec file won't help at all, man.
Of course the autoexec does a lot
 ::) ;) :D 8)
the game i used from install vs the install guide "low_spec.cfg" make a whole world of difference
from laggy 16FPS on auto detect to excellent 30/60 FPS average on current heavy brew configs.

Ask my occasional opponents:
i only lately discovered the beauty of the maps as earlier most of stuff didn't even render  :o!
and got 30+fps for XPM_Laser of the early osiris ;)

but bottom line yes:
the system needs a third cpu core with about 3.4GHz of K10 / Core 2 power free for physics or the game would lag on occassion.
And 800MHz or faster RAM (3GB/sec at least) for the game to shine atop of 30 fps
(DDR3 systems or very high end DDR2 ones)
 :( ??? :-X

yes get us (here?) the 3.0 CCC Star?

"Complete destruction of House No. 1, located 3,500 feet from ground zero, by an atomic blast on March 17, 1953, at Yucca Flat at the Nevada Proving Ground"

HPG data-links: Easy tweak FPS n'more
1st 2 weeks and BA guide
101 Survival guide;[R.S.]
NEWS!

Offline Bill

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Re: autoexec.cfg free for all [SOLVED] (see at end)
« Reply #24 on: June 19, 2015, 11:11:13 AM »
Nah it's kay cest, it's not my first cake walk. I'll go through it line by line till I figure out what's causing it.

Offline Vic-Viper.v1

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Offline cest73

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Re: autoexec.cfg free for all [SOLVED] (see at end)
« Reply #26 on: June 20, 2015, 03:20:33 PM »
@Vic-
champion! taht's what i was talking ( ???, well  :-\ writing actally) about  ::)
Code: [Select]
;[~]Cuban-Ultima-Doom-Assassin47-Taowolf-Sword's Custom Crysis Configs [CCC] v2.00[~]

;File Release Version = 2.00
;User Version = Beginners Version
;File Name = Autoexec.cfg

;*KEY* "L"=LOW "M"=MEDIUM "H"=HIGH "VH"=VERY HIGH

;[~]SETS IN-GAME GRAPHICS SETTINGS TO LOW AUTOMATICALLY[~]

sys_spec_Full = 1
sys_spec_ObjectDetail = 1
sys_spec_Shading = 1
sys_spec_VolumetricEffects = 1
sys_spec_Shadows = 1
sys_spec_Texture = 1
sys_spec_Physics = 1
sys_spec_PostProcessing = 1
sys_spec_Particles = 1
sys_spec_Sound = 1
sys_spec_Shadows = 1
sys_spec_Water = 1
sys_spec_GameEffects = 1

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

con_restricted = 0    ;allows console commands in-game via "~" key
r_width = ;Forces your desired resolution width
r_height = ;Forces your desired resolution height
r_VSync = 0 ;Syncs FPS to Refresh Rate, Stops Horizontal Tearing "0"=OFF, "1"=ON
d3d9_TripleBuffering = 0;Only with V-Sync ON, "0"=OFF, "1"=ON(Smoother FPS)
r_displayinfo = 0 ;Adds "white text" at top right screen "0"=OFF, "1"=ON
sys_budget_videomem = 1024 ;Your graphics-card ram 1024MB, 768MB, 640, 512, 320
sys_budget_sysmem = 1536 ;Your system ram 4096=4GB, 2048=1GB, 1024=1GB, 512=512MB
sys_physics_CPU = 0 ;CPU used for physics "0"=CORE1, "1"=CORE2, "2"=CORE3, "3"=CORE4

;[~]BASE PERFORMANCE BOOSTERS[~]

e_cbuffer = 2 ;Culling Buffer Version that, Culls Objects more efficiently
cl_hitBlur = 0 ;Blur-Effect When hit, FPS increase during Combat "0"=OFF. "1"=ON
cl_hitShake = 0 ;Shake-Effect when hit,FPS increase during Combat "0"=OFF. "1"=ON
r_MultiGPU = 2            ;For SLI "0"=OFF, "1"=ON, or "2"=Auto Detect
r_GeomInstancing = 1        ;Helps with instancing geometry "0"=OFF "1"=ON [0.5-2 FPS increase]
e_particles_thread = 1        ;Helps with rendering particles "0"=OFF, "1"=ON [2-4 FPS increase]
es_ondemandphysics = 1 ;Helps with rendering Physics on demand, at runtime [0.5-1 FPS increase]
gpu_particle_physics = 1 ;Enables Physics on the GPU during Combat [0.5-2 FPS increase]
r_CullGeometryForLights = 1 ;Culls any geometry Behind Light Sources [0.5-1 FPS increase]
e_vegetation_static_instancing = 0 ;For rendering vegetation(Fixed Floating Grass)[0.5-2 FPS increase]
e_terrain_occlusion_culling = 1 ;Culls terrain when not on camera [0.5-1 FPS increase]
e_terrain_occlusion_culling_version = 0 ;Sets Older(More effective version)[0.5-2 FPS increase]
e_terrain_occlusion_culling_max_dist = 200 ;Max Distance Terrain is Culled.[0.5-1 FPS increase]

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

e_screenshot_width = 2048 ;Make this double your "r_width"
e_screenshot_height = 1536 ;Make this double your "r_height"
e_screenshot_quality = 100 ;SS quality, leave at "100" for best
e_screenshot_file_format = jpg ;File format for the SS being taken

;[~]SPEAKER CONFIGURATION SETTINGS[~]

s_SpeakerConfig = 5 ;"1"=Mono|"2"=Stereo|"3"=Headphones|"4"=4.1|"5"=5.1|"6"=Prologic|"7"=7.1.

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

r_HDRRendering = 2 ;High Dynamic Range "0"=OFF "1"=ON "2"=Alternate way of rendering HDR
r_HDRLevel = 1.2 ;|"0.60"=Default| HDR Brightness Level. "Less"= -HDR, "More"= +HDR
r_HDRBrightOffset = 35.3f ;|"6.00"=Default| "Less"= +HDR, "More"= -HDR
r_HDRBrightThreshold = 7f   ;|"3.00"=Default| "Less"= +HDR, "More"= -HDR
r_Glow = 1 ;|"1.00"=Default| HDR Glowing Effect "0"=OFF "1"=ON
r_GlowScreenMultiplier = 0.4 ;|"0.20"=Default| Multiplier Value for HDR Glow

;[~]CUSTOM AMBIENT OCCLUSION SETTINGS[~]

e_terrain_ao = 0 ;Terrain Ambient-Occlusion "0"=0FF "1"=ON
r_TerrainAO = 7 ;Type of Terrain Ambient-Occlusion. (DO NOT TOUCH to be Glitch-free.)
r_TerrainAO_FadeDist = 5.3 ;|"8.0"=Default| Distance where Terrain"A-O" begins to fade.

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

r_SSAO = 0 ;Main Trigger for Screen-Space Ambient Occlusion "0"=OFF "1"=ON
r_SSAO_amount = 1 ;|"1.0"=Default| Amount of SSAO effect (no FPS loss)
r_SSAO_blur = 4 ;|"1.0"=Default| SSAO blurring effect *"0"=screen grid-glitch*
r_SSAO_blurriness = 1 ;|"1.0"=Default| Amount of SSAO Blurring Effect.
r_SSAO_darkening = 0.35 ;|"0.2"=Default| Amount of darkening SSAO effect (no fps loss)
r_SSAO_quality = 1 ;|"2.0"=Default| Quality of SSAO effect (small FPS loss) MAX="2"
r_SSAO_radius = 1 ;|"2.0"=Default| Size of the darkening SSAO effect (small fps loss)

;[~]OBJECT-QUALITY SETTINGS[~]

e_obj_quality = 2 ;"3"=Fixes "Orange-Boxes Glitch" (No-longer needed) Bug fixed in v1.1
e_proc_vegetation = 1 ;Enables Scattered/Random Foliage "0"=OFF(3-7 FPS increase) "1"=ON
ca_useDecals = 1 ;Decals on Characters "0"= OFF "1"=ON
e_decals = 1 ;All Decals(Static+Dynamic)Improves FPS during Combat. "0"=OFF "1"=ON
e_decals_allow_game_decals = 1 ;Dynamic Decals(Made by Characters)Improves FPS during Combat."0"=OFF "1"=ON
e_decals_life_time_scale = 0.5 ;Time before Bullet Decals disappear "0.5"=L, "1"=M, "2"=H,VH
e_lod_ratio = 7 ;Distance Ratio between LODs and their transitions.           
e_lod_min = 2 ;Min LOD for Objects "2"=L, "1"=M, "0"=H,VH
e_view_dist_ratio_detail = 25 ;increase to 50 to stop details popping up
e_view_dist_ratio_vegetation = 35 ;increase to 60 to stop vegetation/rocks popping up
e_vegetation_min_size = 1.0 ;Minimum size of vegetation Allowed."1.5"=Less, "0"=All
i_rejecteffects = 0 ;Muzzle flash+Bullet casings "0"=OFF(1-2 FPS Increase), "1"=ON
e_vegetation_bending = 2 ;Vegetation Swaying "0"=OFF(2-5 FPS Increase), "2"=ON
sys_flash_curve_tess_error = 6 ;Adjusts quality of Waves? "8"=L, "4"=M, "2"=H,VH
e_view_dist_ratio = 50 ;View Distance Ratio for Objects (Barrels,Buildings,Rocks,Humans)
e_max_view_dst_spec_lerp = 0.5 ;View Distance of Far-Away Terrain "0"=L "0.5"=M "1"=H,VH
e_vegetation_sprites_distance_custom_ratio_min = 0.5 ;Clamps the Max for Veg Sprite Distance
e_vegetation_sprites_distance_ratio = 1 ;Changes where Vegetation turns into Sprites
e_detail_materials_view_dist_z = 64 ;View Distance Ratio of Details for Clifs Vertically.
es_DebrisLifetimeScale = 0.3 ;Time for Debris before it disappears "0"=OFF, "1"=VH
e_cbuffer_resolution = 128 ;Software Coverage Buffer Size "128"=L, "256"=H
e_dissolve = 1 ;Objects will fade in and out of View."0"= OFF, "1"=ON
ca_DrawFaceAttachments = 1 ;Drawing of skin Attachment Objects? "0"=OFF, "1"=ON *testing
ca_AttachmentCullingRation = 120;Culls Attachments far from Camera when out of FOV

;[~]GAME EFFECTS SETTINGS[~]

i_lighteffects = 0 ;Weapon Muzzle Firing Effect "0"=OFF "1"=ON   
g_ragdollMinTime = 5.0 ;Minimum Time in seconds Ragdolls will be visible.
g_ragdollUnseenTime = 1 ;Minimum Time in seconds Ragdolls off-camera will be visible.
g_ragdollDistance = 15.0 ;Distance from Character at which Ragdolls begin to disappear.
g_battleDust_enable = 0 ;Enable/Disable dust during Combat. "0"=OFF(FpS increase) "1"=ON

;[~]PARTICLE SETTINGS[~]

e_particles_quality = 2 ;Particle Detail Quality"1"=L,"2"=M,"3"=H,"4"=VH
e_particles_lod = 1 ;Multiplier to Particle count "0.75"=L, "1"=Normal
e_particles_lights = 1 ;Particles can be light sources. "0"=L,M "1"=H,VH
e_particles_receive_shadows = 0 ;Enables Particles rendering Shadows "0"=OFF, "1"=ON
r_UseSoftParticles = 1 ;Enables Soft Particles "0"=OFF(1-2 FPS increase), "1"=ON
e_water_ocean_soft_particles = 1;Enables Ocean Soft-Particles "0"=OFF(1-2 FPS increase), "1"=ON
e_particles_object_collisions = 0  ;Enables Particles collide with objects "0"=OFF, "1"=ON
e_particles_max_emitter_draw_screen = 16  ;"Less(2,4)"=More FPS "More(16,32,48)"=Particles fade out slower.

;[~]PHYSICS SETTINGS[~]

e_cull_veg_activation = 50 ;Far-Away Trees rendering Limit "20"=L,"30"M,"50"=H
g_joint_breaking = 1 ;Breakable Objects "0"=OFF(2-4 FPS increase), "1"=ON
g_tree_cut_reuse_dist = 0.35 ;Distance from cut to render."0.7"=L,"0.3"=M,"0"=H,VH
p_max_MC_iters = 4000 ;Maximum # of MicroContact iterations       
e_phys_foliage = 2 ;Vegetation bends around you."0"=OFF(more fps), "1"=Trees, "2"=Trees+Bushes
e_vegetation_wind = 1 ;Allows vegetation to react to explosions. (Shock Wave).
es_MaxPhysDist = 60 ;Entities Farther from this point are deactivated.
es_MaxPhysDistInvisible = 10 ;Invisible Entities Farther from this point are deactivated.
e_phys_ocean_cell = 0 ;Cell size for Ocean "0"=L,"1"=M,"0.5"=H,"0.2"=VH
e_foliage_wind_activation_dist = 10 ;If wind is strong, Foliage in the view distance is activated
g_breakage_particles_limit = 70 ;Max # of Breaking Particles on-screen "80"=L,"130"=M,"200"=H,"250"=VH
v_vehicle_quality = 1 ;Geometry/Physics Quality "1"=Low "4"=High
p_max_substeps_large_group = 5 ;Number of steps a large group can take "3"=L, "5"=M,H,VH
p_num_bodies_large_group = 100 ;Group size "30"=L, "100"=M,H,VH

;[~]POST PROCESSING EFFECTS SETTINGS[~]

r_PostProcessEffects = 1;Enables all Post Processing Effects "0"=OFF, "1"=ON "2"=Debug Text
r_MotionBlur = 0 ;"1"=screen,"3"=screen+obj(DX10*),"5"=screen+obj(DX9*) *(see q_Renderer)
r_Flares = 1 ;Lens Flare Effect "0"=OFF, "1"=ON
r_Coronas = 1 ;Halo Effect that surrounds light sources "0"=OFF, "1"=ON
r_UseEdgeAA = 2 ;"2"=Smart Edge-AntiAlising, "1"=Edge-BlurringAA, "0"=OFF
r_sunshafts = 1 ;Volumetric Light beams "0"=OFF, "1"=ON
r_colorgrading = 0 ;Realistic/Ambient Color Filter"0"=OFF "1"=ON(FPS hit+see q_Renderer)
r_WaterGodRays = 1 ;Underwater Volumetric Light beams "0"=OFF "1"=ON
r_DepthOfField = 0 ;Blur-Effect in cutscenes "0"=off "1"=on "2"=Alt DOF
g_Dof_Ironsight = 0 ;Blur-Effect when Right-Click aim/zoom  "0"=OFF "1"=ON

;[~]SHADER QUALITY SETTINGS[~]

q_ShaderGeneral = 2 ;Enables Advanced 3D Water and Shader Effects
q_ShaderMetal = 1 ;Enables "Realistic Metal" Look
q_ShaderGlass = 1 ;Glass-Shader:no noticeable diff in Glass Quality
q_ShaderVegetation = 1 ;Enables Bright/Realistic lighting on vegetation
q_ShaderIce = 1 ;Ice-Shader: No noticeable diff in Ice Quality *testing
q_ShaderTerrain = 1 ;Enables nicer terrain/no FPS loss from "0"to"1"
q_ShaderShadow = 1 ;Enables Shadows "0"=OFF "2"=nicer Shadows/FPS hit
q_ShaderFX = 2 ;"1"=Fixes "Messed up NPC Flashlights" "2"=for POM to work.
q_ShaderPostProcess = 2 ;Allows MotionBlur,Sunshafts, Godrays.
q_ShaderHDR = 1 ;HDR-Shader: No noticeable difference from '1","2","3" *testing
q_ShaderSky = 1 :Sky-Shader: No noticeable difference from '1","2","3" *testing
q_Renderer = 2 ;Set to "3" for object-MotionBlur and ColorGrading to work
r_LightsSinglePass = 1 ;???  "1"=L, "0"=M,H,VH

;[~]SPECIFIC SHADER SETTINGS[~]

e_sky_type = 1 ;Type of Sky "0"=Static "1"=Dynamic       
e_sky_update_rate = 1   ;Update rate for sky (IF Dynamic)
r_DetailTextures = 1 ;Forest Floor Leaf Textures "0"=OFF(more FPS) "1"=ON
r_DetailNumLayers = 1 ;Number of Layers Detail Textures "0"=OFF "1" or "2"
r_DetailDistance = 4 ;Distance of Forest Floor Detail Textures "0"=L, "4"=M "8"=H,VH
e_ram_maps = 1 ;Real-time Ambient Shadows. "0"=OFF(more FPS) "1"=ON
sys_flash_edgeaa = 1 ;AntiAliasing for the in-game Menu and HUD "0"=OFF, "1"=ON
e_vegetation_use_terrain_color = 1 ;Makes Grass use Terrain-Matching Color "0"=OFF, "1"=ON
e_max_entity_lights = 7 ;Max number of lights that can simultaneously illuminate objects
r_UsePom = 0 ;Parallax-Occlusion-Mapping" 3D rocks" "0"=OFF, "1"=ON
r_EnvTexUpdateInterval = 0.075 ;Update Rate of Textures "0.1"=L, "0.75"=M, "0.5"=H,VH
r_TexturesFilteringQuality = 2 ;Quality of Texture Filtering "2"=L, "1"=M, "0"=H,VH
r_HairSortingQuality = 0 ;Quality of Hair Sorting "0"=??? "1"=??? *testing
r_FillLights = 7 ;Max # of Differed Light Sources "0"=L,M "14"=H,VH

;[~]SHADOW SETTINGS[~]

e_shadows = 1 ;Enables Shadows "0"=OFF "1"=ON           
r_ShadowJittering = 1 ;"0"=OFF(Sharper/pixelated shadows) "1"=ON(Natural/Blurry shadows)
e_shadows_max_texture_size = 512;better than"512",same quality+more FPS as"1024"
r_ShadowBlur = 2 ;Amount of Shadow Blurring "0"=L,M "1"=H,VH
e_gsm_lods_num = 5 ;# of Generated Shadow Maps "3"=L, "4"=M, "5"=H,VH
e_gsm_range = 3 ;Size of GSM-LOD#0(nearest to player, in meters) "4"=L, "3"=M,H,VH
e_gsm_range_step = 3 ;If q_ShaderShadow=2, set to "2" for sharper shadows.
e_shadows_cast_view_dist_ratio = 0.53 ;Dist of Shadow-Maps "0.25"=L "0.45"=M, "0.53"=H "0.8"=VH
r_ShadowsMaskResolution = 0 ;"0"=Fixes(indoor shadow glitches)*BUT*more FPS outdoors if"2".
e_shadows_on_alpha_blended = 0 ;Shadows of Transparency Textures "0"=L,M "1"=H,VH
e_shadows_from_terrain_in_all_lods = 0 ;Shadows on Far-Away Terrain "0"=L,M "1"=H,VH
e_gsm_cache = 0 ;Cache Shadow Maps "0"=OFF(IF MultiGPU is "1"), "1"=ON

;[~]SOUND SETTINGS[~]

s_FormatSampleRate = 48000 ;Sets Audio Output Sample Rate "41000"=L, "48000"=M,H,VH
s_CacheSize = 80        ;Size of Sound Memory Cache in MB "50"=L, "60"=M, "70"=H, "80"=VH
s_MPEGDecoders = 32 ;"128" for XF-i Sound Cards. "16"=L, "24"=M, "32"=H,VH
s_Obstruction = 1 ;Sound Obstruction Effect "0"=OFF "1"=DSP-Based "2"=Volume-Based
s_ObstructionAccuracy = 1 ;Toggles Maximum Obstruction Effect "0"=L, "1"=M,H,VH   
s_ObstructionUpdate = 0.1 ;Speed of updates(in seconds)"0"=Every Frame, "1"=L,"0.5"=M,"0.2"=H,"0.1"=VH
s_SoundMoodsDSP = 1 ;Enables DSP Effects "0"=L, "1"=M,H,VH
s_VariationLimiter = 1 ;Limiter to control sound Variations "0.3"=L, "0.6"=M, "1"=H,VH
s_ReverbType = 1        ;"2"=Software "1"=EAX "0"=OFF

;[~]TEXTURE SETTINGS[~]

sys_LowSpecPak = 1    ;For NON-blurry+better textures *(w/fps hit)* change<- to "0"
r_TexResolution = 0 ;"0"=Tex Resolution unaffected "1"=havled "2"=quarters
r_TexBumpResolution = 0 ;"0"=Tex Resolution unaffected "1"=havled "2"=quarters
r_TexSkyResolution = 2 ;"0"=Tex Resolution unaffected "1"=havled "2"=quarters
r_ImposterRatio = 1.7 ;Scales Texture Resolution of Clouds "2"=L, "1.5"=M, "1"=H,VH
r_EnvCMResolution = 1 ;Environment Cube-Map Texture Res "0"=L, "1"=M, "2"=H,VH
r_EnvTexResolution = 2 ;Environment Texture Res "0"=64 "1"=128 "2"=256 "3"=512
r_DynTexMaxSize = 80    ;Texture Pool Size, Prevents Dynamic Texture Thrashing
r_TexAtlasSize = 1024    ;Size of where Textures Blend
r_DynTexAtlasCloudsMaxSize = 32 ;Clouds Texture-Pool Size
r_DynTexAtlasSpritesMaxSize = 24 ;Sprites Texture-Pool Size
r_VegetationSpritesTexRes = 64 ;|"64"=Default|Vegetation Sprite Texture Resolution.

;[~]VOLUMETRIC EFFECTS SETTINGS[~]

r_Beams = 2 ;Optimized sunrays with glow "2"=fake sunrays(fps boost)
r_BeamsDistFactor = 0.5 ;Distance between slices in meters
r_BeamsMaxSlices = 32 ;3 Of Volumetric Light beams Per Slice.
e_Clouds = 1 ;Clouds "0"=OFF "1"=ON
r_CloudsUpdateAlways = 0 ;"0"=static clouds(fps boost) "1"=updating(moving clouds)

;[~]OCEAN/WATER SETTINGS[~]

r_WaterRefractions = 1 ;Enables Water Refractions 
r_WaterReflections = 1 ;Enables Water Reflections
r_WaterUpdateFactor = 0.01    ;Perfect SUPERSMOOTH Reflections= "0.0001"
e_water_tesselation_amount = 5 ;Sets Wave Tessellation Grid Size "Less"=More FPS "More"=Better Water
e_water_tesselation_swath_width = 5 ;Sets Swath width for Mesh Stripping
r_WaterUpdateDistance = 0.2 ;Sets Cut-Off distance for FFT 3DWaves
r_WaterCaustics = 1 ;Underwater/Ocean-Floor Wave-Light Reflections
r_WaterReflectionsQuality = 1 ;"0"=Terrain Only, "1"=Ter+Particles, "2"=Ter+Par+Brushes "3"=ALL
e_water_ocean_fft = 1 ;Realistic 3D-Water-Wave Physics Calculation
q_ShaderWater = 2 ;Defines Shader quality of Water, Allows 3D Water Shader
r_WaterReflectionsMinVisiblePixelsUpdate = 0.01  ;Update Rate of Water-Surface Reflections=SUPERSMOOTH

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

e_terrain_normal_map = 0 ;*KEY* "0"=Blurry/NO detail(who wants that?!)
e_terrain_lod_ratio = 1.5 ;Height-Map LOD "1.5=L "1"=M "0.5"=H,VH
e_terrain_texture_lod_ratio = 1.5 ;Terrain Height-Map Texture LOD 1.5=L "1"=M "0.5"=H,VH
e_detail_materials_view_dist_xy = 4096 ;View Distance Ratio of Details for Clifs Horizontally.
r_TexturesStreaming = 0 ;*KEY* Most Important for High-quality Mountain textures, MUST BE LAST.
thanks Cuban-Ultima-Doom-Assassin47-Taowolf-Sword
 :-X
"Complete destruction of House No. 1, located 3,500 feet from ground zero, by an atomic blast on March 17, 1953, at Yucca Flat at the Nevada Proving Ground"

HPG data-links: Easy tweak FPS n'more
1st 2 weeks and BA guide
101 Survival guide;[R.S.]
NEWS!

Offline cest73

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Re: autoexec.cfg free for all [SOLVED] (see at end)
« Reply #27 on: September 02, 2015, 11:44:20 PM »
::bump::
i see lots of either new or long gone  come(back)  to play :)
many are pointed to stats and this forum
I bump this thread for alternate and improved game config.
 ::)
Do vote and report back any issues or success?
"Complete destruction of House No. 1, located 3,500 feet from ground zero, by an atomic blast on March 17, 1953, at Yucca Flat at the Nevada Proving Ground"

HPG data-links: Easy tweak FPS n'more
1st 2 weeks and BA guide
101 Survival guide;[R.S.]
NEWS!

Offline cest73

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Re: autoexec.cfg free for all [SOLVED] (updated at end)
« Reply #28 on: September 04, 2015, 03:15:28 PM »
hi,
Danger: long read, take seat  :P
8) yet again an performance update/tweak:

1. use G to enter/leave vehicle (instead of F)
2. Use J to sell/drop mech weapon (as usual)
3. Use /end/ key to enter/eave c-bills management menu  ???
4. Use cursor arrows to navigate player amount and execute with /right_shift/ key :o
5. Use F key to toggle the fixed vs free reticule ::)
6. Use /left_alt to center the reticule (or bunny hop if BA :o )
7. Use the /backslash/ key quickly toggle FPS values no the screen ;D
8. Note the map is now on only shortly and goes away as soon as You let /M/ key go  :-\

This config is specially tweaked for num-pad less keyboards some laptops have (or desktops for that matter)
(There will be a niffty graphis soon too)

Usage:

a. The archive is to be unpacked en situ to the Downloads folder it was loaded to
b. The desired zip-file is to be /ctrl+c/ stored to the clipboard
c. the two shortucuts hopefully will lead you to the approppriate locations the respective files belong to.
d. paste /ctrl+v/ the carryed zip-file to the folder
e. extract it "here" (i recommend the excellent 7zip)
f1. You will be presented with a profile folder named MechWarrior that will owerwrite the default profile folder
f2. You will be presented with the autoexec.cfg file generated by the CCC tool and tweaked bit further by me

enjoy
"Complete destruction of House No. 1, located 3,500 feet from ground zero, by an atomic blast on March 17, 1953, at Yucca Flat at the Nevada Proving Ground"

HPG data-links: Easy tweak FPS n'more
1st 2 weeks and BA guide
101 Survival guide;[R.S.]
NEWS!

Offline cest73

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  • Posts: 640
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    • MW:LL game status online (thanks: Spooky)
Re: autoexec.cfg free for all [SOLVED] (see at end)
« Reply #29 on: September 04, 2015, 03:29:44 PM »
Quote from:  autoexec.cfg  at 03:28 PM
;[~]Cuban-Ultima-Doom-Arch-Assassin47-WasteoMind-Taowolf-Sword's Custom Crysis Configs [CCC] v3.00[~]

;File Release Version = 3.00 Warhead
;Config Version =    LVL-1 [" LOW-MINIMUM "] Config
;Shadows Version =   Realistic Shadows Version
;Operating System =    DX10 Vista/7 32/64
;File Name =       Autoexec.cfg

;[~]SETS IN-GAME GRAPHICS SETTINGS TO LOW AUTOMATICALLY[~]

sys_spec_Full = 1
sys_spec_ObjectDetail = 1
sys_spec_Shading = 1
sys_spec_VolumetricEffects = 1
sys_spec_Shadows = 1
sys_spec_Texture = 1
sys_spec_Physics = 1
sys_spec_PostProcessing = 1
sys_spec_Particles = 1
sys_spec_Sound = 4
sys_spec_Shadows = 1
sys_spec_Water = 1
sys_spec_GameEffects = 1

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

con_restricted = 0
r_width = 1024
r_height = 768
r_VSync = 1
d3d9_TripleBuffering = 1
r_displayinfo = 1
sys_physics_CPU = 3

;[~]BASE PERFORMANCE BOOSTERS[~]

e_cbuffer = 1
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 = 2048
e_screenshot_height = 1536
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 = 0
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 = 1
r_SSAO_radius = 1

;[~]OBJECT-QUALITY SETTINGS[~]

e_obj_quality = 1
e_proc_vegetation = 1
ca_useDecals = 0
e_decals = 0
e_decals_allow_game_decals = 0
e_decals_life_time_scale = 0
e_lod_ratio = 4           
e_lod_min = 2
e_view_dist_ratio_detail = 15
e_view_dist_ratio_vegetation = 25
e_vegetation_min_size = 1.0
i_rejecteffects = 0
e_vegetation_bending = 2
sys_flash_curve_tess_error = 8
e_view_dist_ratio = 50
e_max_view_dst_spec_lerp = 0.5
e_vegetation_sprites_distance_custom_ratio_min = 1
e_vegetation_sprites_distance_ratio = 1.1
e_detail_materials_view_dist_z = 64
es_DebrisLifetimeScale = 0.3
e_cbuffer_resolution = 128
e_dissolve = 1
ca_DrawFaceAttachments = 1
ca_AttachmentCullingRation = 120
ca_FacialAnimationRadius=3

;[~]GAME EFFECTS SETTINGS[~]

i_lighteffects = 0
g_ragdollMinTime = 1.0
g_ragdollUnseenTime = 1
g_ragdollDistance = 7.0
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
e_particles_max_screen_fill = 4

;[~]PHYSICS SETTINGS[~]

e_cull_veg_activation = 40
g_joint_breaking = 1
g_tree_cut_reuse_dist = 0.35
p_max_MC_iters = 2000     
e_phys_foliage = 2
e_vegetation_wind = 0
es_MaxPhysDist = 40
es_MaxPhysDistInvisible = 10
e_phys_ocean_cell = 0
e_foliage_wind_activation_dist = 10
g_breakage_particles_limit = 70
v_vehicle_quality = 1
p_max_substeps_large_group = 3
p_num_bodies_large_group = 30
p_enable_triangle_cache = 1
p_sleep_speed_multiple = 64

;[~]POST PROCESSING EFFECTS SETTINGS[~]

r_PostProcessEffects = 1
r_MotionBlur = 0
r_Flares = 1
r_Coronas = 1
r_UseEdgeAA = 2
r_sunshafts = 1
r_colorgrading = 0
r_WaterGodRays = 1
r_DepthOfField = 0
g_Dof_Ironsight = 0

;[~]SHADER QUALITY SETTINGS[~]

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

;[~]SPECIFIC SHADER SETTINGS[~]

e_sky_type = 1
e_sky_update_rate = 1
r_DetailTextures = 1
r_DetailNumLayers = 1
r_DetailDistance = 2
e_ram_maps = 1
sys_flash_edgeaa = 1
e_vegetation_use_terrain_color = 1
e_max_entity_lights = 4
r_UsePom = 0
r_EnvTexUpdateInterval = 0.075
r_TexturesFilteringQuality = 2
r_HairSortingQuality = 0
r_FillLights = 4

;[~]SHADOW SETTINGS[~]

e_shadows = 1           
r_ShadowJittering = 1
e_shadows_max_texture_size = 602
r_ShadowBlur = 1
e_gsm_lods_num = 5
e_gsm_range = 4
e_gsm_range_step = 1.96
e_shadows_cast_view_dist_ratio = 0.33
r_ShadowsMaskResolution = 2
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

;[~]TEXTURE SETTINGS[~]

sys_LowSpecPak = 1
r_TexResolution = 0
r_TexBumpResolution = 0
r_TexSkyResolution = 2
r_ImposterRatio = 1.7
r_EnvCMResolution = 0
r_EnvTexResolution = 1
r_DynTexMaxSize = 50
r_TexAtlasSize = 1024
r_DynTexAtlasCloudsMaxSize = 12
r_DynTexAtlasSpritesMaxSize = 8
r_VegetationSpritesTexRes = 64

;[~]VOLUMETRIC EFFECTS SETTINGS[~]

r_Beams = 2
r_BeamsDistFactor = 0.5
r_BeamsMaxSlices = 32
e_Clouds = 1
r_CloudsUpdateAlways = 0

;[~]OCEAN/WATER SETTINGS[~]

r_WaterUpdateChange = 0.1
r_WaterUpdateTimeMin = 0.1
r_WaterUpdateTimeMax = 1.0
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 = 0.05

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

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
v_invertAeroYawControl = 1

r_fullscreen = 1
note the bold italic as where You place 0 or 1 for dual core CPU  ;)
"Complete destruction of House No. 1, located 3,500 feet from ground zero, by an atomic blast on March 17, 1953, at Yucca Flat at the Nevada Proving Ground"

HPG data-links: Easy tweak FPS n'more
1st 2 weeks and BA guide
101 Survival guide;[R.S.]
NEWS!