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#958100 ·published 2008-03-26 14:08 UTC
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;[~]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.