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Thema: Ultra Low Config

  1. #1

    Pfeil Ultra Low Config

    hy,alle die eine ultra low config haben können sie hier rein schreiben.

  2. #2
    Erfahrener User Avatar von Eddy89
    Registriert seit
    29.09.2007
    Ort
    NRW
    Beiträge
    658

    Standard

    hmm...würde mich auch mal interessieren, da der MP von crysis bei mir so ziemlich auf dem niedrigsten level am stocken ist (800x600, alles Niedrig, kein AA und AF) -.-
    Schei** Spiel
    Notebook: One.de - 2Ghz C2D - 4GB-DDR2-RAM - Nvidia 8600M-GT - 17" 1440*900 - Windows 7 Ultimate
    MacBook Pro: Intel Core i7 2,66Ghz - 4GB-DDR3-RAM - Nvidia GT 330M - 15" HiRes Antiglare 1680*1050
    iPhone 4: 32GB - Schwarz - iOS4.1

  3. #3
    VIP Avatar von Pat21
    Registriert seit
    06.09.2007
    Beiträge
    10.654

    Standard

    @ heunie
    Hier gibt es einige Configs.
    http://www.mycrysis.com/filebase.php?cat=2
    Darunter sind auch "Low Configs".

  4. #4

    Standard

    also danke erst mal für die schnelle antwort. aber könntet ihr dann bite eure config. nicht als download dastellen sondern grad rein kopieren.

  5. #5
    VIP Avatar von Pat21
    Registriert seit
    06.09.2007
    Beiträge
    10.654

    Standard

    @ heunie
    Wieso ?? Das macht doch keine Unterschied.

    P.S. Ich verstehe den Sinn den Threads noch nicht ganz.

  6. #6

    Standard

    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

  7. #7
    VIP Avatar von Pat21
    Registriert seit
    06.09.2007
    Beiträge
    10.654

    Standard

    @ heunie
    Benutze bitten den "Ändern-Button", um Doppelpost zu vermeiden.

    Wenn die dir nichts mehr helfen, dann ist
    dein System vllt einfach zu schlecht.

  8. #8
    Newbie
    Registriert seit
    19.01.2009
    Beiträge
    10

    Standard

    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




  9. #9

    Standard

    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

  10. #10

    Standard

    wie schreibt man eine ultra low config?

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