Create “Crysis2” Autoexec cfg
Read this first / Legend of values
[0] custom "Low Spec" config values
[1] default "High" Crysis 2
[2] default "Very High" Crysis 2
[3] default "Extreme" Crysis 2
[4] custom "Extreme" spec config values
[5] Exclusive "Insane" spec config values
Default Sys_Spec Settings
sys_spec
4
3
2
1
sys_spec_Full
4
3
2
1
sys_spec_ObjectDetail
4
3
2
1
sys_spec_Shading
4
3
2
1
sys_spec_VolumetricEffects
4
3
2
1
sys_spec_Shadows
4
3
2
1
sys_spec_Texture
4
3
2
1
sys_spec_Physics
4
3
2
1
sys_spec_PostProcessing
4
3
2
1
sys_spec_Particles
4
3
2
1
sys_spec_Sound
4
3
2
1
sys_spec_Water
4
3
2
1
sys_spec_GameEffects
4
3
2
1
sys_spec_Quality
4
3
2
1
Default Sys_Spec Quality Settings
q_ShaderGeneral
4
3
2
1
q_ShaderMetal
4
3
2
1
q_ShaderGlass
4
3
2
1
q_ShaderVegetation
4
3
2
1
q_ShaderIce
4
3
2
1
q_ShaderTerrain
4
3
2
1
q_ShaderShadow
4
3
2
1
q_ShaderFX
4
3
2
1
q_ShaderPostProcess
4
3
2
1
q_ShaderHDR
4
3
2
1
q_ShaderSky
4
3
2
1
q_Renderer
4
3
2
1
Sys_Spec Game Effects Settings
Enable/Disable lights spawned during item effects
On [3]
Off [0]
Minimum time in seconds that a corpse will be visible
8 - [1]
13 - [2]
15 - [3]
30 - [4]
60 - [5]
4 - [0]
Time in seconds that the player has to look away from the corpse before it disappears
2 - [1][2][3]
4 - [4]
8 - [5]
1 - [0]
Distance in meters that the player has to be away from the ragdoll before it can disappear
20 - [1]
30 - [2]
40 - [3]
50 - [4]
100 - [5]
10 - [0]
Enable/Disable battledust
Off - [0][1][2]
On - [3][4][5]
Timeout (in seconds) to avoid playing effects too often
0.01 - [1][2][3]
0.005 - [4]
0.0025 - [5]
0.02 - [0]
Extra Game Effects Settings
Skip Intro Movies
Yes
No
Explosions Radial Blur Effect
On
Off
Enable Nanosuite Deformation
On
Off
Allow breakable objects
On
Off
Enable Procedural Breaking
On
Off
Allow breakable objects to break other objects
On
Off
sys_spec Object Detail Settings
Default Object Quality
1 - [0][1]
2 - [2]
3 - [3]
4 - [4][5]
Show procedurally distributed vegetation
On -[1][2][3][4][5]
Off - [0]
Allow Game Decals
On - [1][2][3][4][5]
Off - [0]
Allows to increase or reduce decals life time for different specs
1 - [1][2]
2 - [3]
3 - [4]
4 - [5]
0.5 - [0]
Allow Decals Overlapping
On - [1][2][3][4][5]
Off - [0]
LOD distance ratio for objects
4 - [1]
6 - [2]
20 - [3]
40 - [4]
100 - [5]
2 - [0]
Minimum LOD level
0 - [1][2][3][4][5]
1 - [0]
2 - [0]
3 - [0]
4 - [0]
5 - [0]
6 - [0]
View distance ratio for detail objects
19 - [1]
24 - [2]
100 - [3]
150 - [4]
200 - [5]
10 - [0]
View distance ratio for vegetation
21 - [1]
31 - [2]
100 - [3]
150 - [4]
200 - [5]
11 - [0]
Minimal size of static object, smaller objects will be not rendered
0.5 - [1]
0.25 - [2]
0 - [3][4][5]
0.75 - [0]
View distance ratio for objects
25 - [1]
35 - [2]
100 -[3]
150 - [4]
200 - [5]
13 - [0]
View distance ratio for special marked objects (Players,AI,Vehicles)
60 - [1]
100 - [2][3]
150 - [4]
200 - [5]
30 - [0]
View distance ratio for light sources
25 - [1][2]
50 - [3]
100 - [4]
200 - [5]
13 - [0]
Min distance on what far objects will be culled out
10 - [1][2][3]
20 - [4]
200 - [5]
5 - [0]
Will lerp between high and low spec max view distances
0.5 - [1][2]
1 - [3][4][5]
0.25 - [0]
Controls curve tessellation. Larger values result in coarser, more angular curves
4 - [1][2]
2 - [3]
1 - [4]
0.5 - [5]
6 - [0]
Clamps SpriteDistRatio setting in vegetation properties
0.6 - [1]
1 - [2][3][4][5]
0.3 - [0]
Allows changing distance on what vegetation switch into sprite
1 - [1][2]
1.5 - [3]
2 - [4]
2.5 - [5]
0.5 - [0]
es_DebrisLifetimeScale
0.6 - [1]
0.8 - [2]
1 - [3]
1.6 - [4]
3.2 - [5]
0.3 - [0]
Skip per object occlusion test for very far objects
1 - [1][2][3]
1.5 - [4]
2 - [5]
0.5 - [0]
Objects alphatest_noise_fading out on distance
2 - [1][2][3]
3 - [4]
4 - [5]
1 - [0]
ration between size of attachment and distance to camera
120 - [1]
160 - [2]
300 - [3][4]
400 - [5]
60 - [0]
Max length of ray
130 - [1]
200 - [2][3]
250 - [4]
300 - [5]
70 - [0]
Enable streaming of static render meshes
Off - [0][1][2][3][4][5]
On
sys_spec Particles Settings
Overall Quality
2 - [1]
3 - [2]
4 - [3][4][5]
1 - [0]
Maximum Particles To Fill Onscreen
32 - [1]
64 - [2]
128 - [3]
256 - [4]
1024 - [5]
16 - [0]
Pixel Dimention To Render Or Not
1.5 - [1][2]
1 - [3]
0.5 - [4]
0.25 - [5]
2 - [0]
Particle Object Collision Ammount
1 - [0][1][2]
2 - [3][4]
4 - [5]
Particles pool memory size in KB
8192 - [1][2][3]
16384 - [4]
32768 - [5]
4096 - [0]
Particles pool memory size in KB for sub-emitter
4096 - [1][2][3]
8192 - [4]
16384 - [5]
2048 - [0]
Set Particles To half Their Resolution
Off - [1][2][3][4][5]
On - [0]
Force Particle Animation Blending
On - [1][2][3][4][5]
Off - [0]
Force Particle Global Illumination
On - [1][2][3][4][5]
Off - [0]
sys_spec Physics Settings
Vegetation Culling Distance Activation
30 - [1][2]
50 - [3]
100 - [4]
200 - [5]
15 - [0]
Maximum distance from a previously made cut that allows reusing
0.35 - [1][2]
0 - [3][4][5]
0.85 - [0]
Specifies the maximum number of microcontact solver iterations *per contact*
4000 - [1][2]
6000 - [3]
12000 - [4]
24000 - [5]
2000 - [0]
Maximum Physics Distance
200 - [1][2][3]
300 - [4]
400 - [5]
100 - [0]
Maximum Invisible Physics Distance
100 - [1][2]
25 - [3]
15 - [4]
5 - [5]
150 - [0]
Cell size for ocean approximation in physics, 0 assumes flat plane
1 - [1][2]
0.5 - [3]
0.25 - [4]
0.1 - [5]
1.5 - [0]
Foliage Wind Distance Activation
10 - [1][2]
25 - [3]
75 - [4]
200 - [5]
5 - [0]
Breakable Particles Limit
80 - [1][2]
160 - [3]
320 - [4]
640 - [5]
40 - [0]
Maximum Object Water Splashes
3 - [1][2]
6 - [3][4]
8 - [5]
1 - [0]
Geometry/Physics quality (1-lowspec, 4-highspec)
4 - [1][2][3][4][5]
3 - [0]
Limits the number of substeps large groups of objects can make
5 - [1][2][3]
10 - [4]
40 - [5]
2 - [0]
Group size to be used with p_max_substeps_large_group, in bodies
100 - [1][2][3]
150 - [4]
200 - [5]
50 - [0]
p_gravity_z (-13 default)
-13 - [0][1][2][3][4][5]
-12
-11
-10
Fraction of damage (tension) accumulated by breakable joints
2 - [1][2][3]
4 - [4]
6 - [5]
1 - [0]
Damage threshold (0..1) for p_joint_damage_accum
0.2 - [1][2][3]
0.4 - [4]
0.6 - [5]
0.1 - [0]
The number of internal physics threads
2 - [1][2][3]
4 - [4]
6 - [5]
1 - [0]
sys_spec PostProcessing Settings
Motion Blur
Object+screen - [1][2][3][4][5]
Screen - [0]
Off
Sun Shafts
On - [1][2][3][4][5]
Off - [0]
Toggles edge blurring/antialiasing
Off - [0][1]
1/edge blurring mode - [2][3]
2/edge aa mode - [4]
3/Laplace edge aa - [5]
Color Grading
2 - [1][2][3][4][5]
1
Off - [0]
Enable Glow Anamorphic Flares
On - [1][2][3][4][5]
Off - [0]
Maximum Defferred Rain View Distance
40 - [1]
100 - [2][3]
150 - [4]
200 - [5]
20 - [0]
Maximum Motion Blur View Distance
16 - [1]
64 - [2][3]
128 - [4]
256 - [5]
8 - [0]
PostProcess Multi-Sample AA
2x - [1][2][3]
4x - [4]
8x - [5]?
16x - [5]?
Off - [0]
PostProcess Multi-Sample AA Edge Filter !nVidia Only!
Off - [Other / ATI GFX]
On - [nVidia GFX]
Enables 3d hud caching overframes
Off - [1][2][3][4][5]
On - [0]
Set motion blur camera shutter speed
0.0055 - [1][2][3]
0.0065 - [4]
0.0075 - [5]
0.0045 - [0]
HDR Bloom Multiplier
0.7 - [0][1][2][3][4][5]
0.6 - [0][1][2][3][4][5]
0.5 - [0][1][2][3][4][5]
0.4 - [0][1][2][3][4][5]
0.3 - [0][1][2][3][4][5]
0.2 - [0][1][2][3][4][5]
0.1 - [0][1][2][3][4][5]
0.8 - [0][1][2][3][4][5]
0.9 - [0][1][2][3][4][5]
1 - [0][1][2][3][4][5]
sys_spec Shading Settings
Sky Update rate
0.5 - [1][2]
1 - [3][4][5]
0.25 - [0]
Number Of Detail Layers
1 - [1][2]
2 - [3][4][5]
3 - [5]?
Off - [0]
Detail Distance
4 - [1][2]
8 - [3]
100 - [4]
200 - [5]
2 - [0]
HDR Rendering Mode
2 - [1][2][3][4][5]
1 - ?
Off - [0]
Screen space ambient occlusion
4/Volumetric Obscurance technique with jittering and temporal accumulation
3/Volumetric Obscurance technique with jittering
2/SSAO technique with normals and temporal accumulation
1/SSAO technique with normals
0/Off - [0]
SSAO shader quality
1 - [1]
2 - [2]
3 - [3][4][5]
0 - [0]?
Use downscaled computations for SSAO
On - [0][1][2]
Off - [3][4][5]
Refractions
Off - [0]
On - [1][2][3][4][5]
Enables/disables edge anti-aliased rendering of flash files
Off - [0]
On - [1][2][3][4][5]
Vegetation Use Terrain Color Blending (off 1 fps extra)
Off
On
Activate deferred terrain ambient occlusion
Off - [0][1][2]
On - [3][4][5]
Terrain Normal Maps
Off - [0][1][2]
On - [3][4][5]
Maximum Dynamic Entity Lights
7 - [1]
11 - [2]
16 - [3]
20 - [4]
32 - [5]
3 - [0]
Use POM textures
Off - [0][1][2]
On - [3][4][5]
Enviroment Texture Update Interval
0.075 - [1][2]
0.050 - [3]
0.025 - [4]
0.001 - [5]
0.1 - [0]
Texture Filter Quality
1 - [0][1][2]
0 - [3][4][5]
Global Illumination Cascades
1 - [0][1][2][3]
2 - [4]
3 - [5]
HDR rendering blue shift
1.0 - [open]
0.8 - [open]
0.6 - [open]
0.4 - [open]
0.2 - [open]
HDR rendering level (bloom multiplier, tweak together with threshold)
0.85 - [open]
0.75 - [open]
0.65 - [open]
0.55 - [open]
0.45 - [open]
0.35 - [open]
0.25 - [open]
0.15 - [open]
0.95 - [open]
1 - [open]
HDR rendering bright offset
5 - [open]
6 - [open]
7 - [open]
8 - [open]
9 - [open]
10 - [open]
4 - [open]
3 - [open]
2 - [open]
1 - [open]
HDR rendering bright threshold
6 - [open]
5 - [open]
4 - [open]
3 - [open]
2 - [open]
1 - [open]
7 - [open]
8 - [open]
9 - [open]
HDR rendering range level (color multiplier tweak together with hdr offset)
6 - [open]
5 - [open]
4 - [open]
3 - [open]
2 - [open]
1 - [open]
7 - [open]
8 - [open]
9 - [open]
HDR rendering range offset (color multiplier tweak together with hdr level)
10 - [open]
12 - [open]
14 - [open]
16 - [open]
8 - [open]
6 - [open]
4 - [open]
2 - [open]
HDR rendering eye adaptation base value (smaller values result in brighter adaption)
0.1 - [open]
0.2 - [open]
0.3 - [open]
0.4 - [open]
0.5 - [open]
0.6 - [open]
0.7 - [open]
0.8 - [open]
0.9 - [open]
1 - [open]
HDR rendering eye adaptation factor (0 means no adaption to current scene luminance, 1 means full adaption)
0.85 - [open]
0.95 - [open]
1 - [open]
0.75 - [open]
0.65 - [open]
0.55 - [open]
0.45 - [open]
0.35 - [open]
0.25 - [open]
0.15 - [open]
0.1 - [open]
Enable Global Illumination
Off - [0][1]
On - [2][3][4][5]
Maximum Global Illumination Distance
50 - [1][2]
100 - [3]
150 - [4]
200 -[5]
25 - [0]
Global Illumination Ammount
0.6 - [open]
0.5 - [open]
0.4 - [open]
0.3 - [open]
1 - [open]
0.5 - [open]
0.4 - [open]
0.3 - [open]
0.2 - [open]
0.1 - [open]
sys_spec Shadows Settings
Enable Shadows
Off - [0]
On - [1][2][3][4][5]
Shadow Blur
0 - [0][1]
2
3 - [2][3][4][5]
Maximum Shadow Texture Resolution
512 - [1]
1024 - [2][3]
2048 - [4][5]
256 - [0]
Shadow Jitter
1 - [1][2]
2.5 - [3]
3 - [4]
4 - [5]
0.5 - [0]
Generated Shadow Mask Lods
4 - [1][2]
5 - [3][4][5]
3 - [0]
Size of LOD 0 GSM area (in meters)
3 - [1][2][3]
2 - [4]
1 - [5]
4 - [0]
View dist ratio for shadow maps casting from objects
0.8 - [1]
1 - [2][3]
2 - [4]
3 - [5]
0.4 -[0]
Cache sun shadows maps over several frames 0=off, 1=on if MultiGPU is deactivated
On - [0][1]
Off - [2][3][4][5]
Shadows slope bias for shadowgen
3.4 - [1][2][3]
4.4 - [4]
5.4 - [5]
2.4 - [0]
sys_spec Sounds Settings
Sets maximum number of MPEG Decoder
24 - [1]
32 - [2][3]
64 - [4][5]
16 - [0]
Toggle sound obstruction effect
2 - [1][2]
1 - [3][4]
0.5 - [5]
3 - [0]?
Toggle maximum obstruction effect
1 - [0][1][2][3]
4 - [4]
5 - [5]
Controls how fast obstruction is re-evaluated in seconds
0.5 - [1]
0.2 - [2]
0.1 - [3][4]
0.05 - [5]
1 - [0]
Enable DSP effects being used in soundmoods
Off - [0]
On - [1][2][3][4][5]
Set limiter to control sound variation
0.6 - [1][2]
1 - [3][4][5]
0.3 - [0]
Toggle type of reverb effect
3/Enables SW I3DL2 reverb (high quality)
2/Enables SW I3DL2 reverb (low quality)
1/Enables HW I3DL2 reverb (EAX)
4/Enables DSP based FreeVerb Reverb
5/Enables DSP based VST plugin: Classic Reverb
6/Enables DSP based Princeton2016 (disabled)
7/Enables DSP based RoomMachine844
0/Disables reverb completely
sys_spec Texture Settings
r_TexSkyResolution
1 - [0][1][2]
0 - [3][4][5]
Allows to scale the texture resolution of imposters (clouds)
2 - [1]
1.5 - [2]
1 - [3][4][5]
3 - [0]
Set resolution for target environment cubemap, in pixels
0/64x64 - [0][1]
1/128x128 - [2]
2/256x256 - [3][4][5]
Set resolution for 2d target environment texture, in pixels
0/64x64 - [0]
1/128x128 - [1]
2/256x256 - [2]
3/512x512 - [3][4][5]
r_DynTexMaxSize
50 - [1]
60 - [2]
80 - [3]
160 - [4]
320 - [5]
25 - [0]
r_TexAtlasSize
512 - [1][2]
2048 - [3][4]
4096 - [5]
256 - [0]
r_DynTexAtlasCloudsMaxSize
24 - [1][2]
32 - [3]
64 - [4]
128 -[5]
12 - [0]
r_DynTexAtlasSpritesMaxSize
16 - [1][2]
32 - [3]
64 - [4]
128 - [5]
8 - [0]
r_VegetationSpritesTexRes
64 - [1][2][3]
128 - [4]
256 - [5]
32 - [0]
r_TexMinAnisotropy
8 - [1][2][3]
16 - [4][5]
4 - [0]
sys_spec Volumetric Effects Settings
r_Beams
3 - [1][2][3]
2
1 - [4][5]
0 - [0]
Distance Between Beam Slices
0.5 - [1][2]
0.05 - [3][4]
0.01 - [5]
1 - [0]
Maximum Beam Slices
32 - [1]
64 - [2]
200 - [3][4]
300 - [5]
16 - [0]
Enable Clouds
Off - [0]
On - [1][2][3][4][5]
sys_spec Water Settings
Distance factor for water reflected texture updating
0.1 - [1]
0.05 - [2]
0.0 - [3][4][5]
0.2 - [0]
Set tessellation amount
1 - [1]
10 - [2][3]
20 - [4]
30 - [5]
0.5 - [0]
Set the swath width for the boustrophedonic mesh stripping
10 - [1][2][3]
20 - [4]
30 - [5]
5 - [0]
r_WaterUpdateDistance
1 - [1][2]
0.2 - [3]
0.1 - [4]
0.0 - [5]
1.5 - [0]
Activate fft based ocean
Off - [0]
On - [1][2][3][4][5]
Define the shader quality of Water
1 - [0][1]
2 - [2]
3 - [3]
4 - [4][5]
Activates water reflections if visible pixels above a certain threshold
0.05 - [1][2][3]
0.025 - [4]
0.010 - [5]
0.1 - [0]
Extra Render Settings
Maximum FPS
60 - [open]
120 - [open]
33 - [open]
Physics CPU Core
core 1
core 2
core 3
core 4
core 5
core 6
core 7
core 8
Early Movie Update (more smooth cut scenes/movies)
On - [open]
Off - [open]
Enable GPU Physics
On - [open]
Off - [open]
Maximum LOD (0 highest always) / best used in combination with e_LodMin
0 - [4][5]
1 - [2][3]
2 - [1]
3 - [0]
4 - [0]
5 - [0]
6 - [0]
Minimum Aniso Level
4 - [1][2]
8 - [3][4]
16 - [5]
0 - [0]
Maximum Aniso Level
4 - [1][2]
8 - [3][4]
16 - [5]
0 - [0]
Minimum Characters LOD
0 - [3][4][5]
1 - [1][2]
2 - [0]
Maximum Cloth Physics Distance
50 - [1]
100 - [2][3]
150 - [4]
200 - [5]
25 - [0]
Post MSAA Mode
2x amsaa with clamped reprojection - [open]
2x amsaa with linear blending - [open]
Remote Shader Compilet(off)
Off
On
Display Onscreen Info(not working atm)
Off
On
Beams Software Clipping
On - [0][1][2]
Off - [3][4][5]
Enable ingame Alt-Tab
Off
On
Maximum Texture Anisotropy level / best used with r_TexMinAnisotropy
8 - [1][2][3]
16 - [4][5]
4 - [0]
Game color bits
32bit
24bit
16bit
Corona Fade Distance
0.25
0.50
0.75
1
1.5
2
Near FOV Draw Distance
65
70
75
Merge Postprocess Effects(3)
1 - [1][2]
2 - [3][4]
3 - [5]
0 - [0]
Maximum HDR Range Adaption
1.01
0.91
0.81
0.71
0.61
0.51
0.41
0.31
0.21
0.11
Maximum HDR Range to Adap to
8 - [0]
16 - [1]
32 - [2]
64 - [3]
128 - [4]
256 - [5]
Screen HDR Grain effect
0.0 - [open]
0.15 - [open]
0.30 - [open]
0.45 - [open]
0.85 - [open]
1 - [open]
Use Shaders Instance Lookup Table
On - [1][2][3][4][5]
Off - [0]