VIP
@ heunie
Wieso ?? Das macht doch keine Unterschied.
P.S. Ich verstehe den Sinn den Threads noch nicht ganz.
User
ja is eigentlich egal wie ihrs rein macht aber der sinn von diesem thrad is dass das spiel bei manchen wie z.b. bei mir ruckelnt auf low läuft und darum währe es ganz net.
bei mycrysis sind zwar ultra low cfgs. dabei aber die hab ich schon alle ausprobiert und die bringen mir nichts
Geändert von Robin (22.01.2009 um 16:28 Uhr)
Grund: Doppelpost
VIP
sys_spec_GameEffects = 1
sys_spec_ObjectDetail = 1
sys_spec_Particles = 1
sys_spec_Physics = 1
sys_spec_PostProcessing = 1
sys_spec_Shading = 1
sys_spec_Shadows = 1
sys_spec_Sound = 2
sys_spec_Texture = 1
sys_spec_VolumetricEffects = 1
sys_spec_Water = 1
e_beach = 0
e_decals = 1
e_detail_materials = 1
e_dissolve = 1
e_ambient_occlusion = 0
r_refraction = 1
r_WaterRefractions = 0
r_WaterReflections = 0
r_checkSunVis = 0
r_Coronas = 1
e_shadows = 0
e_vegetation_bending = 0
e_indir_lighting = 1
e_ram_maps = 0
r_DetailTextures = 1
r_HDRRendering = 1
r_PostProcessEffects = 1
r_Flares = 1
r_SSAO = 1
r_Beams = 1
r_Glow = 1
r_SSAO = 1
r_Blur = 1
e_fog = 0
e_clouds = 0
User
was sagt ihr den zu der hier:
sys_spec_GameEffects = 1
sys_spec_ObjectDetail = 1
sys_spec_Particles = 1
sys_spec_Physics = 1
sys_spec_PostProcessing = 1
sys_spec_Quality = 1
sys_spec_Shading = 1
sys_spec_Texture = 1
sys_spec_Water = 1
sys_physics = 1
sys_physics_CPU = 0
sys_preload = 1
sys_flash = 1
sys_flash_curve_tess_error = 8
sys_flash_edgeaa = 0
sys_LowSpecPak = 1
sys_no_crash_dialog = 1
g_skipIntro = 1
*******************************************
* Displays / Systeminformation / Specials *
*******************************************
sys_enable_budgetmonitoring = 0
sys_budget_sysmem = 600
sys_budget_videomem = 256
sys_budget_frametime = 40
sys_budget_numdrawcalls = 4000
sys_budget_soundchannels = 32
sys_crashtest = 0
r_driver = DX9
con_restricted = 0
e_default_material = 0
MemInfo = 0
r_displayinfo = 0
r_Fullscreen = 1
r_Height = 768
r_Width = 1024
****************
* Spiel Inhalt *
****************
i_soundeffects = 2
i_lighteffects = 2
g_battleDust_enable = 0
g_blood = 1
g_ragdollMinTime = 5.0
g_ragdollUnseenTime = 2
g_ragdollDistance = 20.0
***********
* Objekte *
***********
ca_AttachmentCullingRation = 100
ca_DrawFaceAttachments = 0
ca_useDecals = 0
ca_LoadUncompressedChunks = 0
i_rejecteffects = 1
e_obj_quality = 1
e_proc_vegetation = 0
e_decals_allow_game_decals = 1
e_decals_life_time_scale = 0.3
e_lod_ratio = 4
e_lod_min = 2
e_lod_max = 16
e_lods = 1
e_view_dist_ratio_detail = 14
e_view_dist_ratio_vegetation = 18
e_vegetation_min_size = 0.5
e_vegetation_bending = 1
e_view_dist_ratio = 40
e_max_view_dst_spec_lerp = 0.5
e_vegetation_sprites_distance_custom_ratio_min = 0.50
e_vegetation_sprites_distance_ratio = 0.75
e_detail_materials_view_dist_xy = 64
e_detail_materials_view_dist_z = 64
e_cbuffer_resolution = 128
e_dissolve = 1
e_terrain_occlusion_culling_max_dist = 100
e_deformable_objects = 1
es_DebrisLifetimeScale = 0.4
************
* Partikel *
************
e_particles_quality = 1
e_particles_lod = 0.5
e_particles_max_emitter_draw_screen = 4
e_particles_preload = 1
e_particles_lights = 0
e_particles_object_collisions = 0
r_UseSoftParticles = 0
r_UseParticlesGlow = 0
r_UseParticlesRefraction = 0
**********
* Physik *
**********
e_cull_veg_activation = 20
e_phys_foliage = 1
es_MaxPhysDist = 40
es_MaxPhysDistInvisible = 10
e_foliage_wind_activation_dist = 15
g_breakage_particles_limit = 80
g_joint_breaking = 1
g_tree_cut_reuse_dist = 0.7
p_max_substeps_large_group = 3
p_max_object_splashes = 3
p_max_MC_iters = 2000
p_num_bodies_large_group = 30
p_splash_dist0 = 10
p_splash_dist1 = 30
p_splash_force0 = 10
p_splash_force1 = 30
p_splash_vel0 = 5
p_splash_vel1 = 10
v_vehicle_quality = 1
*******************
* Post Processing *
*******************
r_DepthOfField = 0 (Tiefenunschärfe)
r_MotionBlur = 0 (Bewegungsunschärfe)
r_sunshafts = 0 (Sonnenstrahlen)
r_Coronas = 0
r_CoronaFade = 0.1625
r_colorgrading = 0
r_ColorGradingDOF = 1
r_EyeAdaptationBase = 0.15
r_Flares = 0 (Lensflare)
r_Glow = 0 (Überstrahleffekt)
r_GlowScreenMultiplier = 0.2
r_PostProcessEffects = 0
r_PostProcessEffectsFilters = 0
r_PostProcessEffectsGameFx = 0
r_UseEdgeAA = 0
************
* Qualität *
************
q_Renderer = 0
q_ShaderFX = 0
q_ShaderGeneral = 0
q_ShaderGlass = 0
q_ShaderHDR = 0
q_ShaderIce = 0
q_ShaderMetal = 0
q_ShaderPostProcess = 0
q_ShaderShadow = 0
q_ShaderSky = 0
q_ShaderTerrain = 0
q_ShaderVegetation = 0
q_ShaderWater = 1
r_LightsSinglePass = 1
**********
* Shader *
**********
r_ShadersPreactivate = 1
e_ambient_occlusion = 0
e_sky_type = 0
e_sky_update_rate = 0.12
e_sky_quality = 2
e_ram_maps = 0
e_max_entity_lights = 3
e_terrain_ao = 0 (Ambient Occlusion)
e_terrain_normal_map = 0
e_vegetation_use_terrain_color = 0
r_Blur = 1
r_DetailTextures = 0
r_DetailNumLayers = 0
r_DetailDistance = 0
r_FillLights = 0
r_HairSortingQuality = 0
r_HDRRendering = 0
r_HDRlevel = 1.1
r_HDRBrightThreshold = 10
r_HDRDebug = 0
r_SSAO = 0 (Ambient Occlusion)
r_SSAO_quality = 1
r_SSAO_radius = 1
r_SSAO_amount = 0.3
r_SSAO_darkening = 0.6
r_refraction = 1
r_ShadersPrecacheAllLights = 1
r_UsePom = 0 (Parallax Occlusion Mapping)
*************
* Schatten *
*************
e_gsm_lods_num = 3
e_gsm_cache = 0
e_gsm_range = 6
e_shadows = 0
e_shadows_max_texture_size = 256 (Schattenauflösung)
e_shadows_cast_view_dist_ratio = 0.35(Schattensichtweite)
e_shadows_on_alpha_blended = 0
e_shadows_from_terrain_in_all_lods = 0
e_shadows_clouds = 0
e_shadows_occ_check = 0
r_ShadowBlur = 0 (Weiche Schatten)
r_ShadowJittering = 1 (Schattenkantenglättung)
r_ShadowsMaskResolution = 0
***********
* Sound *
***********
s_FormatSampleRate = 44100
s_SpeakerConfig = 2
s_CacheSize = 70
s_MPEGDecoders = 16
s_Obstruction = 2
s_ObstructionAccuracy = 0
s_ObstructionUpdate = 1.0
s_SoundMoodsDSP = 0
s_VariationLimiter = 0.3
s_ReverbType = 0
************
* Texturen *
************
e_terrain_deformations = 0
e_terrain_texture_lod_ratio = 5
r_ImposterRatio = 2
r_EnvCMResolution = 0
r_EnvTexResolution = 1 (2D Objektauflösung)
r_DynTexMaxSize = 50
r_DynTexAtlasCloudsMaxSize = 0
r_DynTexAtlasSpritesMaxSize = 16
r_EnvTexUpdateInterval = 0.1
r_TexturesStreamPoolSize = 512
r_TexturesStreaming = 2
r_TexturesFilteringQuality = 2
r_TexAtlasSize = 512 (Globaler Ram Puffer)
r_VegetationSpritesTexRes = 64
*********************
* Texturkompression *
*********************
r_TexBumpResolution = 2
r_TexResolution = 2
r_TexLMResolution = 2
r_TexSkyResolution = 2
*************************
* Volumetrische Effekte *
*************************
e_Clouds = 0 (Wolken)
e_fog = 0 (Nebel, Rauch)
e_fogvolumes = 0 (Volumetrische Nebel, Rauch)
r_Beams = 2 (Lichtstrahlsorte)
r_BeamsDistFactor = 0.75 (Lichterabstand)
r_BeamsMaxSlices = 32 (Lichtrichtungszahl)
r_CloudsUpdateAlways = 0 (Wolkenaktualisierung)
**********
* Wasser *
**********
e_debug_mask = 2
e_phys_ocean_cell = 0.1
e_shadows_water = 0
e_water_ocean = 1
e_water_ocean_bottom = 0
e_water_ocean_fft = 0
e_water_ocean_soft_particles = 0
e_water_tesselation_amount = 10
e_water_waves = 0
e_water_waves_tesselation_amount = 10
e_water_volumes = 1
r_WaterCaustics = 0
r_WaterGodRays = 0
r_WaterRefractions = 1
r_WaterReflections = 0
r_WaterReflectionsQuality = 0
r_WaterReflectionsMinVisiblePixelsUpdate = 0.1
r_WaterReflectionsMinVisUpdateDistanceMul = 1
r_WaterUpdateDistance = 0.1
r_WaterUpdateFactor = 0.01
****************************
*Beschleunigung der Engine *
****************************
gpu_particle_physics = 0 (Nur bei Shader 4 Karten)
e_hw_occlusion_culling_objects = 1
e_hw_occlusion_culling_water = 1
e_level_auto_precache_terrain_and_proc_veget = 1
e_level_auto_precache_textures_and_shaders = 1
e_level_auto_precache_camera_jump_dist = 48 (Distanz Ladeareal)
e_stream_for_physics = 1
e_stream_for_visuals = 1
e_on_demand_physics = 1
e_dynamic_light = 1 (Dynamische Lichtberechnung)
e_precache_level = 0 (Nur ab 2gb Sysmem)
e_obj_fast_register = 1
r_GeomInstancing = 1
r_TexturesStreamingOnlyVideo = 1
r_UseGSParticles = 0 (Nur bei Shader 4 Karten)
r_OptimisedLightSetup = 1
r_TextureCompressor = 1 (Dynamische Texturkompression)
r_TexPostponeLoading = 1 (Laden auf Abruf)
r_Force3DcEmulation = 0 (Aktivieren bei Normal Maps und Ati Karten)
r_MultiGPU = 0 (SLI/Crossfire)
************************
* Qualitätsoptimierung *
************************
r_FSAA = 0 (Kantenglättung)
r_FSAA_samples = 0 (Stufe)
r_FSAA_quality = 0
r_TexNoAniso = 0
r_TexMaxAnisotropy = 0 (Maximaler AF Filter auf Texturen)
r_Texture_Anisotropic_Level = 0 (Globale AF wirkung)
d3d9_TripleBuffering = 0
r_vsync = 0 (Vertikale Sychronisation)
***TEST***
r_Log = 0
r_LogShaders = 0
r_LogTexStreaming = 0
r_LogVBuffers = 0
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