Sets the size of each sun shadow cascade – increased size produces more resolution available for sun shadows.Crysis 3 is now “available” on Steam after being on the Origin client for the longest. If the pool is too small to fit the minimum size for the shadow casting lights, the GPU will thrash and performance will be severely impactedĭefault Value: 2048 (Low/Medium/High), 4096 (Very High) Value should be a power of 2 (128, 256, …) Sets the size of the shadow pool render target – increased size produces more resolution available for, and fewer artifacts in shadow casting lights (NOT including the sun). Value is an arbitrary multiplier, so doubling this will double the resolution of each lightĭefault Value: 3.4 (Low/Medium/High), 40 (Very High)ĭetermines how many shadow cascades to apply tessellation for.Ī setting of 0 disables tessellation in all shadows. Saves GPU performance by updating distant shadows less often.ĭefault Value: On (Low) Off (Medium/High/Very High)Ĭontrols the resolution of shadow maps used for individual shadow casting lights. Value is in Megabytes, and may be clamped based on the amount of video memory detectedĭefault Value: 192 (Low), 384 (Medium), 512 (High/Very High) Sets the size of VRAM that is available in a pool for texture streaming. SSDO: Screen-space Directional Occlusion. Higher values give more sharpening, but too high values will create artifactsĬontrols the level of the post-processing chromatic aberration.Ĭontrols the level of film grain applied to the final image to help alleviate artifacts from lack of colour precision in 32-bit colour displays.Ĭontrols the level of bloom used to simulate over-bright areas of the screenĬontrols the brightness level threshold used to compute bloomĭefault Value: SSAO (Low/Medium/High), SSDO (Very High) NOTE: Currently not tweakable in the latest build of the game.Įnables or disables DX11 tessellation for the ocean water surface.Įnables or disables the Pixel Accurate Displacement Mapping (VERY GPU intensive).Įnables or disables real-time Global Illumination.ĭefault Value: Off (Low), On (Medium/High/Very High)Įnables or disables Real-time Volumetric Cloud Shadows.ĭefault Value: Off (Low/Medium), On (High/Very High)Įnables or disables the Real-time Volumetric Shadows underneath water.Įnables or disables the Screen-Space reflections effect on glossy or reflective materials.Įnables or disables the depth of field blur effect.ĭefault Value: OnNOTE: Currently not tweakable in the latest build of the game.Įnables or disables the radial blur effect applied after an explosion.Įnables or disables the artist controlled color grading post-processing effect.Ĭontrols the level of the post-processing image sharpening filter. Static: Particles tagged for collisions will interact with static objects.ĭynamic: As with Static, but dynamic objects also.Įnables or disables motion blur effect on fast moving particles.ĭefault Value: Off (Low/Medium/High), On (Very High)įorces all possible particles to use soft intersections with geometry – increases the cost but will all but eliminate hard edges on particles.Įnables or disables DX11 ALL tessellation. Set mouse max mouse delta when using acceleration.Ĭontrols what objects particles will collide with.ĭefault Value: Static (Low/Medium), Dynamic (High/Very High) Set mouse acceleration, 0.0 means no acceleration. (1.0 = very very smooth, 30 = almost instant) Set mouse smoothing value, also if 0 (disabled) there will be a simple average between the old and the actual input. Limits the frame rate to specified number. on loading a save.Ĭontrols the volume of Music, in the range from 0.0 to 1.0.Ĭontrols the volume of SFX, in the range from 0.0 to 1.0.Ĭontrols the volume of Dialog, in the range from 0.0 to 1.0. NOTE: This feature is not fully supported, and this cvar value might need to be reset in game, e.g. Suitable for screenshots or very immersive play. If this cvar is true the HUD will be hidden from view completely. NOTE: before this multiplier is applied, the HUD clamps itself to a 16:9 res. Multiplies the width of the HUD's virtual canvas in cases where it may overlap monitor boundaries in multi-monitor setups. Pl_movement.power_sprint_targetFOV – The field of view while power sprintingĬontrols the amount of bob hud which is applied. R_DrawNearFOV – the field of view for nearby objects (held weapon, etc) This controls several individual FOV controls that you can tweak manually if you prefer: Alternatively, read our Crysis 3 review to find out if you'll want the game these commands command. As a reward for those who make it to the end, I've embedded a video of some sloths in a bucket.
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