攻略详情

《孤岛危机: 弹头》8600GTS/HD3850级别显卡优化攻略

作者: 佚名 2013-05-10 11:54

都知道我们优化的目的是让画面质量和游戏流畅度达到最佳平衡,我试了很多优化文件和优化方法都不得法。
后来经过几天的学习与了解,稍微认识一点了,这里奉上我认为比较好的优化方法。
而且 这些都是小可的拙见,如有异,还望莫喷!【小可是画质族】

以下的优化代码是我根据Ultimarage的优化文件稍作修改而来的。(这不是CCC官方发布的作品,虽然代码中有“CCC标志”)

注意:我关闭了动态模糊。如果你喜欢动态模糊,可以自己开(把r_MotionBlur = 0中的“0”改为“1/2/3”就可以了)

我的配置:AMD X2 4800+  ,2G 内存 ,HD3690 256M (HD3850 128 Bit  256M)驱动:Xtreme-G Catalyst 8.3 XP 32bit      【有人说AMD平台比Intel平台运行Warhead效率要好,不知是真假】 如果你的配置级别跟我差不多,你才可以使用哦!
我的分辨率:1024*768  no AA

小可认为这是目前一个最适合我的优化文件了,我用官方的Gamer设置玩 有些场景就很卡 用这个帧数很平稳 很稳定基本上25-35 +平均30±整个过程较流畅(包括战斗) 有人说 “雪地”那关FPS非常低 这我没有感到我的都在20以上 平均28±    

该代码优化的特点是:FPS堪比Gamer(玩家),画面质量堪比Enthusiast(热衷)



使用方法:在X:...Electronic ArtsCrysis WARHEAD 下新建一个文本文档(新建 文本文档.txt)复制下面的代码到新建文件中去,然后将文件重命名为autoexec.cfg    进游戏后无需选择画面等级,直接玩就行了

*********Code*****************


;[~]Cuban-Ultima-Doom-Arch-Assassin47-Taowolf-Sword’s Custom Crysis Configs [CCC] v2.21[~]
;File Release Version = 2.21
;Config Version =  LVL-4 [" HIGH "] Config
;Shadows Version = Realistic Shadows Version
;Operating System =  DX9 Windows XP/Vista 32/64
;File Name =   Autoexec.cfg


;[~]SETS IN-GAME GRAPHICS SETTINGS TO LOW AUTOMATICALLY[~]

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_Water = 1
sys_spec_GameEffects = 1

;[~]CUSTOMIZE THESE SETTINGS TO YOUR OWN COMPUTER[~]
con_restricted = 0
r_VSync = 0
d3d9_TripleBuffering = 0
sys_physics_CPU = 1

;[~]BASE PERFORMANCE BOOSTERS[~]
cl_hitBlur = 0
cl_hitShake = 0
r_MultiGPU = 0
r_GeomInstancing = 1
e_particles_thread = 1
es_ondemandphysics = 1
gpu_particle_physics = 1
r_CullGeometryForLights = 1
e_vegetation_static_instancing = 0
e_terrain_occlusion_culling = 1
e_terrain_occlusion_culling_version = 0
e_terrain_occlusion_culling_max_dist = 200

;[~]CUSTOM HIGH DYNAMIC RANGE SETTINGS[~]
r_HDRRendering = 2
r_HDRLevel = 1.3
r_HDRBrightOffset = 35.3
r_HDRBrightThreshold = 7
r_Glow = 1
r_GlowScreenMultiplier = 0.4

;[~]CUSTOM AMBIENT OCCLUSION SETTINGS[~]
e_terrain_ao = 1
r_TerrainAO = 7
r_TerrainAO_FadeDist = 5.3

;[~]CUSTOM SCREEN-SPACE AMBIENT OCCLUSION SETTINGS[~]
r_SSAO=1
r_SSAO_quality=2
r_SSAO_radius=1
r_ssao_amount=0.2
r_SSAO_darkening=1
r_SSAO_blurriness=1
r_SSAO_blur=4

;[~]OBJECT-QUALITY SETTINGS[~]
e_obj_quality = 3
e_proc_vegetation = 1
ca_useDecals = 1
e_decals = 1
e_decals_allow_game_decals = 1
e_decals_life_time_scale = 0.8
e_lod_ratio = 4          
e_lod_min = 0
e_view_dist_ratio_detail = 24
e_view_dist_ratio_vegetation = 33
e_vegetation_min_size = .5
i_rejecteffects = 1
e_vegetation_bending = 2
sys_flash_curve_tess_error = 4
e_view_dist_ratio = 45
e_max_view_dst_spec_lerp = 1
e_vegetation_sprites_distance_custom_ratio_min = 1
e_vegetation_sprites_distance_ratio = 1.45
e_detail_materials_view_dist_z = 128
es_DebrisLifetimeScale = 0.4
e_cbuffer_resolution = 256
e_dissolve = 1
ca_DrawFaceAttachments = 1
ca_AttachmentCullingRation = 120
ca_FacialAnimationRadius=3

;[~]GAME EFFECTS SETTINGS[~]
i_lighteffects = 0
g_ragdollMinTime = 13.0
g_ragdollUnseenTime = 1
g_ragdollDistance = 30.0
g_battleDust_enable = 0
ai_UpdateInterval = 0.26

;[~]PARTICLE SETTINGS[~]
e_particles_quality = 2
e_particles_lod = 1
e_particles_lights = 1
e_particles_receive_shadows = 0
r_UseSoftParticles = 1
e_water_ocean_soft_particles = 1
e_particles_object_collisions = 0
e_particles_max_screen_fill=64

;[~]PHYSICS SETTINGS[~]
e_cull_veg_activation = 30
g_joint_breaking = 1
g_tree_cut_reuse_dist = 0.35
p_max_MC_iters = 4000     
e_phys_foliage = 2
e_vegetation_wind = 1
es_MaxPhysDist = 50
es_MaxPhysDistInvisible = 10
e_phys_ocean_cell = 1
e_foliage_wind_activation_dist = 10
g_breakage_particles_limit = 130
v_vehicle_quality = 1
p_max_substeps_large_group = 3
p_num_bodies_large_group = 30
p_enable_triangle_cache = 1
p_sleep_speed_multiple = 64

;[~]POST PROCESSING EFFECTS SETTINGS[~]
r_PostProcessEffects = 1
r_MotionBlur = 0
r_Flares = 1
r_Coronas = 1
r_UseEdgeAA = 2
r_sunshafts = 1
r_colorgrading = 1
r_WaterGodRays = 1
r_DepthOfField = 1
g_Dof_Ironsight = 1

;[~]SHADER QUALITY SETTINGS[~]
q_ShaderGeneral = 2
q_ShaderMetal = 2
q_ShaderGlass = 2
q_ShaderVegetation = 2
q_ShaderIce = 2
q_ShaderTerrain = 2
q_ShaderShadow = 1
q_ShaderFX = 2
q_ShaderPostProcess = 2
q_ShaderHDR = 2
q_ShaderSky = 2
q_Renderer = 3
r_LightsSinglePass = 0

;[~]SPECIFIC SHADER SETTINGS[~]
e_sky_type=1
e_sky_update_rate=1
r_DetailTextures = 1
r_DetailNumLayers = 2
r_DetailDistance = 6
e_ram_maps = 1
sys_flash_edgeaa = 1
e_vegetation_use_terrain_color = 1
e_max_entity_lights = 7
r_UsePom = 1
r_EnvTexUpdateInterval = 0.075
r_TexturesFilteringQuality = 2
r_HairSortingQuality = 1
r_FillLights = 14

;[~]SHADOW SETTINGS[~]
e_shadows = 1          
r_ShadowJittering = 1
e_shadows_max_texture_size = 512
r_ShadowBlur = 0
e_gsm_lods_num = 5
e_gsm_range = 6
e_gsm_range_step = 1.96
e_shadows_cast_view_dist_ratio = 0.85
r_ShadowsMaskResolution = 0
e_shadows_on_alpha_blended = 0
e_shadows_from_terrain_in_all_lods = 0
e_gsm_cache = 1
r_ShadowGen = 1
r_shadowtexformat = 4
e_gsm_combined=0
e_gsm_view_space=0
e_shadows_occ_check=0
e_shadows_occ_cutCaster=0
e_shadows_slope_bias=0
r_UseShadowsPool=0
r_ShadowPass=1
r_ShadowsStencilPrePass=1

;[~]WATER SETTINGS[~]
r_WaterUpdateChange = 0.1
r_WaterUpdateTimeMin = 0.1
r_WaterUpdateTimeMax = 1.0
r_WaterRefractions = 1
r_WaterReflections = 1
e_water_tesselation_amount = 5
e_water_tesselation_swath_width = 5
r_WaterCaustics = 1
r_WaterReflectionsQuality = 3
e_water_ocean_fft = 1
q_ShaderWater = 2
r_WaterReflectionsMinVisiblePixelsUpdate = 0.05

;[~]TEXTURE SETTINGS[~]
sys_LowSpecPak=1
r_ImposterRatio=1.5
r_EnvCMResolution=1
r_EnvTexResolution=2
r_DynTexMaxSize=60
r_TexAtlasSize=1024
r_DynTexAtlasCloudsMaxSize=32
r_DynTexAtlasSpritesMaxSize=24

;[~]VOLUMETRIC EFFECTS SETTINGS[~]
r_Beams = 3
r_BeamsDistFactor = 0.5
r_BeamsMaxSlices = 100
e_Clouds = 1
r_CloudsUpdateAlways = 0

;[~]FOR HIGH-DETAIL ON MOUNTAINS[~]*KEY*=Important
e_terrain_normal_map = 0
e_terrain_lod_ratio = 1
e_terrain_texture_lod_ratio = 1
e_detail_materials_view_dist_xy = 2048
r_TexturesStreaming = 1

; Sound
s_FormatSampleRate=44100
s_CacheSize=80
s_MPEGDecoders=32
s_Obstruction=1
s_ObstructionAccuracy=1
s_ObstructionUpdate=0.1
s_SoundMoodsDSP=1
s_VariationLimiter=1.0
s_ReverbType=2



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