;[~]Cuban-Ultima-Doom-Sword's Custom Crysis Configs [CCC] v1.3[~] ;File Release Version = 1.3 ;Config Version = LVL-2 [" LOW "] Config ;Operating System = DX9 Windows XP/Vista 32/64 ;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 = 1024 ;Forces your desired resolution width r_height = 768 ;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 r_ShadersAsyncCompiling = 1 ;Complies Shaders in Parallel; Shaders not compiled shown in Yellow r_ShadersDynamicBranching = 0 ;DO NOT TOUCH (To be Glitch Free). r_ShadersStaticBranching = 1 ;DO NOT TOUCH (To be glitch free). ;[~]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_recursion_occlusion_culling = 1 ;Recursion Culling when out of View.[0.5-1 FPS increase] e_hw_occlusion_culling_objects = 1 ;Culls objects when not on camera [0.5-1 FPS increase] e_hw_occlusion_culling_water = 1 ;Culls water when not on camera [0.5-1 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 ;|"0.60"=Default| HDR Brightness Level. "Less"= -HDR, "More"= +HDR r_HDRBrightOffset = 35.3f ;|"6.00"=Default| "Less"= +HDR, "More"= -HDR r_HDRBrightThreshold = 13.55f ;|"3.00"=Default| "Less"= +HDR, "More"= -HDR r_Glow = 1 ;|"1.00"=Default| HDR Glowing Effect "0"=OFF "1"=ON r_GlowScreenMultiplier = 0.2 ;|"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 = 0 ;Decals on Characters "0"= OFF "1"=ON e_decals = 0 ;All Decals(Static+Dynamic)Improves FPS during Combat. "0"=OFF "1"=ON e_decals_allow_game_decals = 0 ;Dynamic Decals(Made by Characters)Improves FPS during Combat."0"=OFF "1"=ON e_decals_life_time_scale = 0 ;Time before Bullet Decals disappear "0.5"=L, "1"=M, "2"=H,VH e_lod_ratio = 5 ;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 = 20 ;increase to 50 to stop details popping up e_view_dist_ratio_vegetation = 30 ;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 = 8 ;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 = 64 ;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 = 1.0 ;Minimum Time in seconds Ragdolls will be visible. g_ragdollUnseenTime = 1 ;Minimum Time in seconds Ragdolls off-camera will be visible. g_ragdollDistance = 10.0 ;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 = 1 ;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 = 8 ;"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 = 0 ;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*),"4"=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 = 0 ;Glass-Shader:no noticeable diff in Glass Quality q_ShaderVegetation = 1 ;Enables Bright/Realistic lighting on vegetation q_ShaderIce = 0 ;Ice-Shader: No noticeable diff in Ice Quality *testing q_ShaderTerrain = 0 ;Enables nicer terrain/no FPS loss from "0"to"1" q_ShaderShadow = 1 ;Enables Shadows "0"=OFF "2"=nicer Shadows/FPS hit q_ShaderFX = 1 ;"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 = 2 ;Size of GSM-LOD#0(nearest to player, in meters) "4"=L, "3"=M,H,VH e_gsm_range_step = 2 ;If q_ShaderShadow=2, set to "2" for sharper shadows. e_shadows_cast_view_dist_ratio = 0.4 ;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 = 0 ;Environment Cube-Map Texture Res "0"=L, "1"=M, "2"=H,VH r_EnvTexResolution = 1 ;Environment Texture Res "0"=64 "1"=128 "2"=256 "3"=512 r_DynTexMaxSize = 50 ;Texture Pool Size, Prevents Dynamic Texture Thrashing r_TexAtlasSize = 512 ;Size of where Textures Blend r_DynTexAtlasCloudsMaxSize = 12 ;Clouds Texture-Pool Size r_DynTexAtlasSpritesMaxSize = 8 ;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.