游戏攻略

《孤岛危机2》有效解决顿卡!

佚名 2013-01-26 官方网站
玩着卡的估计都是硬盘版的 1.硬盘版的玩家最好运行一下bin32下的crysis2dedicatedserver 让游戏检测一下你的硬件 我的sever.log日志里写的是i7 明显是游戏提供者的机器 检测后日志变为e8400的处理器 2.游戏时打开控制台输入r_texturesstreaming=0 关闭纹理流就不会出现内存不足的提示了 而且提升流畅度 3.下面是一些特效的指令 在控制台中可以修改 看懂的再改 谨慎为好 sys_fl ...

玩着卡的估计都是硬盘版的

1.硬盘版的玩家最好运行一下bin32下的crysis2dedicatedserver
让游戏检测一下你的硬件
我的sever.log日志里写的是i7 明显是游戏提供者的机器
检测后日志变为e8400的处理器

2.游戏时打开控制台输入r_texturesstreaming=0
关闭纹理流就不会出现内存不足的提示了 而且提升流畅度

3.下面是一些特效的指令 在控制台中可以修改 看懂的再改 谨慎为好
sys_flash_curve_tess_error = 4

r_hdrrendering = 1
r_hdrblueshift=1.0
r_hdrbrightlevel=0.85
r_hdrbrightoffset=6
r_hdrbrightthreshold=6
r_hdrlevel=6
r_hdroffset=10
r_eyeadaptationbase=0.1
r_eyeadaptationfactor=0.85

r_envtexresolution = 1
r_texskyresolution = 1
r_detailnumlayers = 2
r_detaildistance = 4

r_texbumpresolution=0
r_texresolution=0

r_texturesstreaming = 1
r_texpreallocateatlases=0

r_texturesstreampoolsize = 90

r_shadersuserfolder = 1
r_geominstancing = "0"
r_refraction = 1
r_shadowblur = "0"

r_ssaoquality=1
r_ssaoradius=1.5
r_ssaodownscale = 1

e_coveragebuffer = 1
e_coveragebufferrotationsafecheck=2
r_waterreflections=1
r_waterupdatefactor=0.25
e_watertesselationamount=1
e_watertesselationswathwidth=10
r_waterupdatedistance=1.0
r_watercaustics=1
r_watercausticsdeferred=2
r_waterreflectionsquality=4
e_waterocean_fft=1
r_waterreflectionmnvisiblepixelsupdate = 0.05
e_hwocclusioncullingwater = "1"
r_waterrefractions = 1
r_watercausticsdistance = 16
r_waterupdatefactor = 0.15                        
r_waterreflections_quality = 4
r_width = 1280
r_height = 720

e_levelautoprecachetexturesandshaders = "1"
e_shadowsslopebias=1.0
e_shadowmaxtexres = "512"
e_vegetationspritesindistance = 32
-- 0.3 is fastest value in game04 cxp_benchmark
e_vegetationspritesdistancecustomratiomin=0.3
e_statobjmerge = "1"
e_gsrange = 3
e_gsrangestep = 3
e_gslodsnum = 4 // shadows fix for elevator scene
e_dynamiclightmaxentitylights = 5
e_particlespreload = 0
e_vegetationbending = 1
e_clouds=1
e_streamcgf=1
e_streamcgfpoolsize=24
e_levelautoprecachecgf = 1
e_terrainao=0
e_dissolve=2
r_usepom = 0
e_skyupdaterate=0.2
e_procvegetationmaxsectorsincache = 8
e_procvegetationmaxobjectsinchunk = 256
e_procvegetation=0//not needed for city
e_lodmintis=150
;for performance reasons disabled, sved 1% frametime, decided with martinm to disable it
e_vegetationuseterraincolor = 0

e_viewdistratio=25
e_viewdistmin=10
e_viewdistratiovegetation=12
e_objquality=2
e_lodmin=0
e_charlodmin = 1
e_vegetationspritesdistanceratio=1
e_shadowslodbiasfixed=1

e_gi = 1

r_postprocesseffects="1"
r_useedgeaa = 1
r_motionblur = 2
r_sunshafts = 2
r_glow = 1
r_beams = 0
r_coronas = 0                     // unsuported on consoles atm
r_usesrgb = 1
--r_depthoffield = 3
r_colorgrading = 2       
r_colorgradingcharts = 1
r_rain=2
r_rainamount = 1.2       

r_customvisions = 1

ca_memoryusagelog=0
ca_physicsprocessimpact=0

sv_gamerules = "singleplayer"

hud_startpaused="0"

sys_streamcallbacktimebudget=20000

r_shadersasynccompiling = 1
--r_shadersremotecompiler=1
r_shaderspreactivate = 1

e_dynamiclightsframeidvistest=2
e_decalmerge=0 // 0 = less memory allocations and stalls, but more drawcals
e_decalshitcache=1
e_decalsneighbormaxlifetime=1
e_decalsoverlapping=0

e_terrainlodratio = 2
e_terraintexturestreamingpoolitemsnum=32

e_levelautoprecachecamerajumpdist=0 // precache disabled for less loading time

e_shadowscastviewdistratio=1 // less shadow popping in crysis and game04 areas
e_gmcachelodoffset=2 // shadow maps update frequentcy

r_fogdepthtest = 10

r_deferredshadinglightvolumes=1

r_drawnearzrange = 0.23 //temp solution for depth range for draw_nearest
r_drawnearfarplane = 80

p_max_mc_iters = 2000

r_displayinfo = 0

g_breakage_particles_limit = 40

p_joint_damage_accum=2
p_joint_damage_accum_threshold=0.2
p_max_entity_cells=10000

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