New "CCC" Crysis config out

Can't even install that POS config. Errors out during the installation. I never liked that guy's stuff, always sucked....always
 
Got it installed, there is a problem when you select the TOD stuff. After testing it, I give it D+. Another shitty config by that guy, my fps decreased by 10.
 
For all the hard work that lad puts in, I still want to belt him in the mouth for making the names "Cuban", "Ultima", "Doom" and "Sword" appear on my screen.

Big spastic.
 
I wasn't a fan of the earlier cfgs he put out, but I like this one quite abit. I initially chose "Medium", then bumped it up to "High", although I turned off SSAO and terrain AO.

41.2 fps average @ 1200x800 with the PC in my sig, up from 36.5 fps with my last config.

Also, I really like the "Beginner" config selection. Having a list of what all of the commands do right in the config is very useful.

I'm curious as to what Core2Duo/Quad users are getting with my settings and a 8800 series card. I'm considering an up-grade or a 360 shortly.
 
Can anyone provide a link of just the config file? I don't want a fricken installer...
 
Can anyone provide a link of just the config file? I don't want a fricken installer...

haha, it is so useless and so bloated. It actually adds few minutes to the install process. Not to mention it's half way fuckin broken.
 
XP Config, "High" level, but I have turned off "r_SSAO" and "e_terrain_ao"


;[~]Cuban-Ultima-Doom-Sword's Custom Crysis Configs [CCC] v1.3[~]

;File Release Version = 1.3
;Config Version = LVL-4 [" HIGH "] Config
;Operating System = DX9 Windows XP/Vista 32/64
;User Version = Beginners Version
;File Name = Autoexec.cfg

;*KEY* "L"=LOW "M"=MEDIUM "H"=HIGH "VH"=VERY HIGH

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

sys_spec_Full = 1
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_Shadows = 1
sys_spec_Water = 1
sys_spec_GameEffects = 1

;[~]CUSTOMIZE THESE SETTINGS TO YOUR OWN COMPUTER[~]

con_restricted = 0 ;allows console commands in-game via "~" key
r_width = 1280 ;Forces your desired resolution width
r_height = 800 ;Forces your desired resolution height
r_VSync = 0 ;Syncs FPS to Refresh Rate, Stops Horizontal Tearing "0"=OFF, "1"=ON
d3d9_TripleBuffering = 0;Only with V-Sync ON, "0"=OFF, "1"=ON(Smoother FPS)
r_displayinfo = 0 ;Adds "white text" at top right screen "0"=OFF, "1"=ON
sys_budget_videomem = 512 ;Your graphics-card ram 1024MB, 768MB, 640, 512, 320
sys_budget_sysmem = 1536 ;Your system ram 4096=4GB, 2048=1GB, 1024=1GB, 512=512MB
sys_physics_CPU = 1 ;CPU used for physics "0"=CORE1, "1"=CORE2, "2"=CORE3, "3"=CORE4
r_ShadersAsyncCompiling = 1 ;Complies Shaders in Parallel; Shaders not compiled shown in Yellow
r_ShadersDynamicBranching = 0 ;DO NOT TOUCH (To be Glitch Free).
r_ShadersStaticBranching = 1 ;DO NOT TOUCH (To be glitch free).

;[~]BASE PERFORMANCE BOOSTERS[~]

e_cbuffer = 2 ;Culling Buffer Version that, Culls Objects more efficiently
cl_hitBlur = 0 ;Blur-Effect When hit, FPS increase during Combat "0"=OFF. "1"=ON
cl_hitShake = 0 ;Shake-Effect when hit,FPS increase during Combat "0"=OFF. "1"=ON
r_MultiGPU = 2 ;For SLI "0"=OFF, "1"=ON, or "2"=Auto Detect
r_GeomInstancing = 1 ;Helps with instancing geometry "0"=OFF "1"=ON [0.5-2 FPS increase]
e_particles_thread = 1 ;Helps with rendering particles "0"=OFF, "1"=ON [2-4 FPS increase]
es_ondemandphysics = 1 ;Helps with rendering Physics on demand, at runtime [0.5-1 FPS increase]
gpu_particle_physics = 1 ;Enables Physics on the GPU during Combat [0.5-2 FPS increase]
r_CullGeometryForLights = 1 ;Culls any geometry Behind Light Sources [0.5-1 FPS increase]
e_vegetation_static_instancing = 0 ;For rendering vegetation(Fixed Floating Grass)[0.5-2 FPS increase]
e_recursion_occlusion_culling = 1 ;Recursion Culling when out of View.[0.5-1 FPS increase]
e_hw_occlusion_culling_objects = 1 ;Culls objects when not on camera [0.5-1 FPS increase]
e_hw_occlusion_culling_water = 1 ;Culls water when not on camera [0.5-1 FPS increase]
e_terrain_occlusion_culling = 1 ;Culls terrain when not on camera [0.5-1 FPS increase]
e_terrain_occlusion_culling_version = 0 ;Sets Older(More effective version)[0.5-2 FPS increase]
e_terrain_occlusion_culling_max_dist = 200 ;Max Distance Terrain is Culled.[0.5-1 FPS increase]

;[~]CUSTOMIZE FOR YOUR CUSTOM SCREENSHOT SETTINGS[~]; ONLY WORK in the EDITOR (Sandbox 2)

e_screenshot_width = 2560 ;Make this double your "r_width"
e_screenshot_height = 1600 ;Make this double your "r_height"
e_screenshot_quality = 100 ;SS quality, leave at "100" for best
e_screenshot_file_format = jpg ;File format for the SS being taken

;[~]SPEAKER CONFIGURATION SETTINGS[~]

s_SpeakerConfig = 5 ;"1"=Mono|"2"=Stereo|"3"=Headphones|"4"=4.1|"5"=5.1|"6"=Prologic|"7"=7.1.

;[~]CUSTOM HIGH DYNAMIC RANGE SETTINGS[~]

r_HDRRendering = 2 ;High Dynamic Range "0"=OFF "1"=ON "2"=Alternate way of rendering HDR
r_HDRLevel = 1 ;|"0.60"=Default| HDR Brightness Level. "Less"= -HDR, "More"= +HDR
r_HDRBrightOffset = 35.3f ;|"6.00"=Default| "Less"= +HDR, "More"= -HDR
r_HDRBrightThreshold = 13.55f ;|"3.00"=Default| "Less"= +HDR, "More"= -HDR
r_Glow = 1 ;HDR Glowing Effect "0"=OFF "1"=ON
r_GlowScreenMultiplier = 0.2 ;Multiplier Value for HDR Glow

;[~]CUSTOM AMBIENT OCCLUSION SETTINGS[~]

e_terrain_ao = 0 ;Terrain Ambient-Occlusion "0"=0FF "1"=ON
r_TerrainAO = 7 ;Type of Terrain Ambient-Occlusion. (DO NOT TOUCH to be Glitch-free.)
r_TerrainAO_FadeDist = 5.3 ;|"8.0"=Default| Distance where Terrain"A-O" begins to fade.

;[~]CUSTOM SCREEN-SPACE AMBIENT OCCLUSION SETTINGS[~]

r_SSAO = 0 ;Main Trigger for Screen-Space Ambient Occlusion "0"=OFF "1"=ON
r_SSAO_amount = 1 ;|"1.0"=Default| Amount of SSAO effect (no FPS loss)
r_SSAO_blur = 4 ;|"1.0"=Default| SSAO blurring effect *"0"=screen grid-glitch*
r_SSAO_blurriness = 1 ;|"1.0"=Default| Amount of SSAO Blurring Effect.
r_SSAO_darkening = 0.35 ;|"0.2"=Default| Amount of darkening SSAO effect (no fps loss)
r_SSAO_quality = 1 ;|"2.0"=Default| Quality of SSAO effect (small FPS loss) MAX="2"
r_SSAO_radius = 1 ;|"2.0"=Default| Size of the darkening SSAO effect (small fps loss)

;[~]OBJECT-QUALITY SETTINGS[~]

e_obj_quality = 2 ;"3"=Fixes "Orange-Boxes Glitch" (No-longer needed) Bug fixed in v1.1
e_proc_vegetation = 1 ;Enables Scattered/Random Foliage "0"=OFF(3-7 FPS increase) "1"=ON
ca_useDecals = 1 ;Decals on Characters "0"= OFF "1"=ON
e_decals = 1 ;All Decals(Static+Dynamic)Improves FPS during Combat. "0"=OFF "1"=ON
e_decals_allow_game_decals = 1 ;Dynamic Decals(Made by Characters)Improves FPS during Combat."0"=OFF "1"=ON
e_decals_life_time_scale = 0.5 ;Time before Bullet Decals disappear "0.5"=L, "1"=M, "2"=H,VH
e_lod_ratio = 7 ;Distance Ratio between LODs and their transitions.
e_lod_min = 2 ;Min LOD for Objects "2"=L, "1"=M, "0"=H,VH
e_view_dist_ratio_detail = 25 ;increase to 50 to stop details popping up
e_view_dist_ratio_vegetation = 35 ;increase to 60 to stop vegetation/rocks popping up
e_vegetation_min_size = 1.0 ;Minimum size of vegetation Allowed."1.5"=Less, "0"=All
i_rejecteffects = 1 ;Muzzle flash+Bullet casings "0"=OFF(1-2 FPS Increase), "1"=ON
e_vegetation_bending = 2 ;Vegetation Swaying "0"=OFF(2-5 FPS Increase), "2"=ON
sys_flash_curve_tess_error = 6 ;Adjusts quality of Waves? "8"=L, "4"=M, "2"=H,VH
e_view_dist_ratio = 50 ;View Distance Ratio for Objects (Barrels,Buildings,Rocks,Humans)
e_max_view_dst_spec_lerp = 0.6 ;View Distance of Far-Away Terrain "0"=L "0.5"=M "1"=H,VH
e_vegetation_sprites_distance_custom_ratio_min = 0.75 ;Clamps the Max for Veg Sprite Distance
e_vegetation_sprites_distance_ratio = 1 ;Changes where Vegetation turns into Sprites
e_detail_materials_view_dist_z = 64 ;View Distance Ratio of Details for Clifs Vertically.
es_DebrisLifetimeScale = 0.3 ;Time for Debris before it disappears "0"=OFF, "1"=VH
e_cbuffer_resolution = 128 ;Software Coverage Buffer Size "128"=L, "256"=H
e_dissolve = 1 ;Objects will fade in and out of View."0"= OFF, "1"=ON
ca_DrawFaceAttachments = 1 ;Drawing of skin Attachment Objects? "0"=OFF, "1"=ON *testing
ca_AttachmentCullingRation = 120;Culls Attachments far from Camera when out of FOV

;[~]GAME EFFECTS SETTINGS[~]

i_lighteffects = 1 ;Weapon Muzzle Firing Effect "0"=OFF "1"=ON
g_ragdollMinTime = 5.0 ;Minimum Time in seconds Ragdolls will be visible.
g_ragdollUnseenTime = 1 ;Minimum Time in seconds Ragdolls off-camera will be visible.
g_ragdollDistance = 15.0 ;Distance from Character at which Ragdolls begin to disappear.
g_battleDust_enable = 0 ;Enable/Disable dust during Combat. "0"=OFF(FpS increase) "1"=ON

;[~]PARTICLE SETTINGS[~]

e_particles_quality = 2 ;Particle Detail Quality"1"=L,"2"=M,"3"=H,"4"=VH
e_particles_lod = 1 ;Multiplier to Particle count "0.75"=L, "1"=Normal
e_particles_lights = 1 ;Particles can be light sources. "0"=L,M "1"=H,VH
e_particles_receive_shadows = 0 ;Enables Particles rendering Shadows "0"=OFF, "1"=ON
r_UseSoftParticles = 1 ;Enables Soft Particles "0"=OFF(1-2 FPS increase), "1"=ON
e_water_ocean_soft_particles = 1;Enables Ocean Soft-Particles "0"=OFF(1-2 FPS increase), "1"=ON
e_particles_object_collisions = 0 ;Enables Particles collide with objects "0"=OFF, "1"=ON
e_particles_max_emitter_draw_screen = 24 ;"Less(2,4)"=More FPS "More(16,32,48)"=Particles fade out slower.

;[~]PHYSICS SETTINGS[~]

e_cull_veg_activation = 50 ;Far-Away Trees rendering Limit "20"=L,"30"M,"50"=H
g_joint_breaking = 1 ;Breakable Objects "0"=OFF(2-4 FPS increase), "1"=ON
g_tree_cut_reuse_dist = 0.35 ;Distance from cut to render."0.7"=L,"0.3"=M,"0"=H,VH
p_max_MC_iters = 4000 ;Maximum # of MicroContact iterations
e_phys_foliage = 2 ;Vegetation bends around you."0"=OFF(more fps), "1"=Trees, "2"=Trees+Bushes
e_vegetation_wind = 1 ;Allows vegetation to react to explosions. (Shock Wave).
es_MaxPhysDist = 60 ;Entities Farther from this point are deactivated.
es_MaxPhysDistInvisible = 10 ;Invisible Entities Farther from this point are deactivated.
e_phys_ocean_cell = 0 ;Cell size for Ocean "0"=L,"1"=M,"0.5"=H,"0.2"=VH
e_foliage_wind_activation_dist = 10 ;If wind is strong, Foliage in the view distance is activated
g_breakage_particles_limit = 70 ;Max # of Breaking Particles on-screen "80"=L,"130"=M,"200"=H,"250"=VH
v_vehicle_quality = 1 ;Geometry/Physics Quality "1"=Low "4"=High
p_max_substeps_large_group = 5 ;Number of steps a large group can take "3"=L, "5"=M,H,VH
p_num_bodies_large_group = 100 ;Group size "30"=L, "100"=M,H,VH

;[~]POST PROCESSING EFFECTS SETTINGS[~]

r_PostProcessEffects = 1;Enables all Post Processing Effects "0"=OFF, "1"=ON "2"=Debug Text
r_MotionBlur = 0 ;"1"=screen,"3"=screen+obj(DX10*),"4"=screen+obj(DX9*) *(see q_Renderer)
r_Flares = 1 ;Lens Flare Effect "0"=OFF, "1"=ON
r_Coronas = 1 ;Halo Effect that surrounds light sources "0"=OFF, "1"=ON
r_UseEdgeAA = 2 ;"2"=Smart Edge-AntiAlising, "1"=Edge-BlurringAA, "0"=OFF
r_sunshafts = 1 ;Volumetric Light beams "0"=OFF, "1"=ON
r_colorgrading = 0 ;Realistic/Ambient Color Filter"0"=OFF "1"=ON(FPS hit+see q_Renderer)
r_WaterGodRays = 1 ;Underwater Volumetric Light beams "0"=OFF "1"=ON
r_DepthOfField = 0 ;Blur-Effect in cutscenes "0"=off "1"=on "2"=Alt DOF
g_Dof_Ironsight = 0 ;Blur-Effect when Right-Click aim/zoom "0"=OFF "1"=ON

;[~]SHADER QUALITY SETTINGS[~]

q_ShaderGeneral = 2 ;Enables Advanced 3D Water and Shader Effects
q_ShaderMetal = 2 ;Enables "Realistic Metal" Look
q_ShaderGlass = 2 ;Glass-Shader:no noticeable diff in Glass Quality
q_ShaderVegetation = 2 ;Enables Bright/Realistic lighting on vegetation
q_ShaderIce = 2 ;Ice-Shader: No noticeable diff in Ice Quality *testing
q_ShaderTerrain = 2 ;Enables nicer terrain/no FPS loss from "0"to"1"
q_ShaderShadow = 1 ;Enables Shadows "0"=OFF "2"=nicer Shadows/FPS hit
q_ShaderFX = 2 ;"1"=Fixes "Messed up NPC Flashlights" "2"=for POM to work.
q_ShaderPostProcess = 2 ;Allows MotionBlur,Sunshafts, Godrays.
q_ShaderHDR = 2 ;HDR-Shader: No noticeable difference from '1","2","3" *testing
q_ShaderSky = 2 :Sky-Shader: No noticeable difference from '1","2","3" *testing
q_Renderer = 2 ;Set to "3" for object-MotionBlur and ColorGrading to work
r_LightsSinglePass = 0 ;??? "1"=L, "0"=M,H,VH

;[~]SPECIFIC SHADER SETTINGS[~]

e_sky_type = 1 ;Type of Sky "0"=Static "1"=Dynamic
e_sky_update_rate = 1 ;Update rate for sky (IF Dynamic)
r_DetailTextures = 1 ;Forest Floor Leaf Textures "0"=OFF(more FPS) "1"=ON
r_DetailNumLayers = 2 ;Number of Layers Detail Textures "0"=OFF "1" or "2"
r_DetailDistance = 6 ;Distance of Forest Floor Detail Textures "0"=L, "4"=M "8"=H,VH
e_ram_maps = 1 ;Real-time Ambient Shadows. "0"=OFF(more FPS) "1"=ON
sys_flash_edgeaa = 1 ;AntiAliasing for the in-game Menu and HUD "0"=OFF, "1"=ON
e_vegetation_use_terrain_color = 1 ;Makes Grass use Terrain-Matching Color "0"=OFF, "1"=ON
e_max_entity_lights = 7 ;Max number of lights that can simultaneously illuminate objects
r_UsePom = 0 ;Parallax-Occlusion-Mapping" 3D rocks" "0"=OFF, "1"=ON
r_EnvTexUpdateInterval = 0.075 ;Update Rate of Textures "0.1"=L, "0.75"=M, "0.5"=H,VH
r_TexturesFilteringQuality = 0 ;Quality of Texture Filtering "2"=L, "1"=M, "0"=H,VH
r_HairSortingQuality = 1 ;Quality of Hair Sorting "0"=??? "1"=??? *testing
r_FillLights = 7 ;Max # of Differed Light Sources "0"=L,M "14"=H,VH

;[~]SHADOW SETTINGS[~]

e_shadows = 1 ;Enables Shadows "0"=OFF "1"=ON
r_ShadowJittering = 1 ;"0"=OFF(Sharper/pixelated shadows) "1"=ON(Natural/Blurry shadows)
e_shadows_max_texture_size = 640;better than"512",same quality+more FPS as"1024"
r_ShadowBlur = 2 ;Amount of Shadow Blurring "0"=L,M "1"=H,VH
e_gsm_lods_num = 5 ;# of Generated Shadow Maps "3"=L, "4"=M, "5"=H,VH
e_gsm_range = 2 ;Size of GSM-LOD#0(nearest to player, in meters) "4"=L, "3"=M,H,VH
e_gsm_range_step = 2 ;If q_ShaderShadow=2, set to "2" for sharper shadows.
e_shadows_cast_view_dist_ratio = 0.55 ;Dist of Shadow-Maps "0.25"=L "0.45"=M, "0.53"=H "0.8"=VH
r_ShadowsMaskResolution = 0 ;"0"=Fixes(indoor shadow glitches)*BUT*more FPS outdoors if"2".
e_shadows_on_alpha_blended = 0 ;Shadows of Transparency Textures "0"=L,M "1"=H,VH
e_shadows_from_terrain_in_all_lods = 0 ;Shadows on Far-Away Terrain "0"=L,M "1"=H,VH
e_gsm_cache = 0 ;Cache Shadow Maps "0"=OFF(IF MultiGPU is "1"), "1"=ON

;[~]SOUND SETTINGS[~]

s_FormatSampleRate = 48000 ;Sets Audio Output Sample Rate "41000"=L, "48000"=M,H,VH
s_CacheSize = 80 ;Size of Sound Memory Cache in MB "50"=L, "60"=M, "70"=H, "80"=VH
s_MPEGDecoders = 32 ;"128" for XF-i Sound Cards. "16"=L, "24"=M, "32"=H,VH
s_Obstruction = 1 ;Sound Obstruction Effect "0"=OFF "1"=DSP-Based "2"=Volume-Based
s_ObstructionAccuracy = 1 ;Toggles Maximum Obstruction Effect "0"=L, "1"=M,H,VH
s_ObstructionUpdate = 0.1 ;Speed of updates(in seconds)"0"=Every Frame, "1"=L,"0.5"=M,"0.2"=H,"0.1"=VH
s_SoundMoodsDSP = 1 ;Enables DSP Effects "0"=L, "1"=M,H,VH
s_VariationLimiter = 1 ;Limiter to control sound Variations "0.3"=L, "0.6"=M, "1"=H,VH
s_ReverbType = 1 ;"2"=Software "1"=EAX "0"=OFF

;[~]TEXTURE SETTINGS[~]

sys_LowSpecPak = 0 ;For NON-blurry+better textures *(w/fps hit)* change<- to "0"
r_TexResolution = 0 ;"0"=Tex Resolution unaffected "1"=havled "2"=quarters
r_TexBumpResolution = 0 ;"0"=Tex Resolution unaffected "1"=havled "2"=quarters
r_TexSkyResolution = 2 ;"0"=Tex Resolution unaffected "1"=havled "2"=quarters
r_ImposterRatio = 1.7 ;Scales Texture Resolution of Clouds "2"=L, "1.5"=M, "1"=H,VH
r_EnvCMResolution = 1 ;Environment Cube-Map Texture Res "0"=L, "1"=M, "2"=H,VH
r_EnvTexResolution = 2 ;Environment Texture Res "0"=64 "1"=128 "2"=256 "3"=512
r_DynTexMaxSize = 80 ;Texture Pool Size, Prevents Dynamic Texture Thrashing
r_TexAtlasSize = 512 ;Size of where Textures Blend
r_DynTexAtlasCloudsMaxSize = 32 ;Clouds Texture-Pool Size
r_DynTexAtlasSpritesMaxSize = 24 ;Sprites Texture-Pool Size
r_VegetationSpritesTexRes = 64 ;|"64"=Default|Vegetation Sprite Texture Resolution.

;[~]VOLUMETRIC EFFECTS SETTINGS[~]

r_Beams = 3 ;Optimized sunrays with glow "2"=fake sunrays(fps boost)
r_BeamsDistFactor = 0.5 ;Distance between slices in meters
r_BeamsMaxSlices = 45 ;3 Of Volumetric Light beams Per Slice.
e_Clouds = 1 ;Clouds "0"=OFF "1"=ON
r_CloudsUpdateAlways = 0 ;"0"=static clouds(fps boost) "1"=updating(moving clouds)

;[~]OCEAN/WATER SETTINGS[~]

r_WaterRefractions = 1 ;Enables Water Refractions
r_WaterReflections = 1 ;Enables Water Reflections
r_WaterUpdateFactor = 0.01 ;Perfect SUPERSMOOTH Reflections= "0.0001"
e_water_tesselation_amount = 5 ;Sets Wave Tessellation Grid Size "Less"=More FPS "More"=Better Water
e_water_tesselation_swath_width = 5 ;Sets Swath width for Mesh Stripping
r_WaterUpdateDistance = 0.2 ;Sets Cut-Off distance for FFT 3DWaves
r_WaterCaustics = 1 ;Underwater/Ocean-Floor Wave-Light Reflections
r_WaterReflectionsQuality = 3 ;"0"=Terrain Only, "1"=Ter+Particles, "2"=Ter+Par+Brushes "3"=ALL
e_water_ocean_fft = 1 ;Realistic 3D-Water-Wave Physics Calculation
q_ShaderWater = 2 ;Defines Shader quality of Water, Allows 3D Water Shader
r_WaterReflectionsMinVisiblePixelsUpdate = 0.01 ;Update Rate of Water-Surface Reflections=SUPERSMOOTH

;[~]FOR HIGH-DETAIL ON MOUNTAINS[~]*KEY*=Important

e_terrain_normal_map = 0 ;*KEY* "0"=Blurry/NO detail(who wants that?!)
e_terrain_lod_ratio = 1.5 ;Height-Map LOD "1.5=L "1"=M "0.5"=H,VH
e_terrain_texture_lod_ratio = 1.5 ;Terrain Height-Map Texture LOD 1.5=L "1"=M "0.5"=H,VH
e_detail_materials_view_dist_xy = 4096 ;View Distance Ratio of Details for Clifs Horizontally.
r_TexturesStreaming = 0 ;*KEY* Most Important for High-quality Mountain textures, MUST BE LAST.
 
I love the benchmark post after the screenshots. ~30fps with this mod on that guys system. I'll roll with my ~40 when my game looks the same as a majority of those screenies. Due to others opinions here, I won't waste my time with this mod.
 
So, once again...can someone post links to the configs (read: plural)?
 
Wow you guys. Very cranky people in here. I've been an [H] fan for the PAST 4 years, you guys ROCK.

Been a HUGE Lurker, lol. finally decided to join when i got the guts to, after having this site as a PRIMARY bookmark on my FireFox Bookmark tab, making it a 5-10 times DAILY check of the home page for the always-juicy news and OH-SO professionally written and real-world benchmarking I've grown to LOVE.

I found this while i was bored and decided to google the Custom Crysis Config, out of curiosity, to see what popped up and to what corners of the internet this Config File reached. :)

And by the way the minimum requirements for this Custom Config ARE IN FACT Higher than the Minimum requirements and right below the Recommended System Specs of Crysis itself. For those of you touting perforamcne problems.

There is also a README that is installed into a Goodies folder in your main Crysi Directory, that contains recommended system specs for EACH and every level of config from LVL1 to LVL5. If of course you missed the descriptions during the installer. ;)

Any bus or errors have been resolved or taken care of with the latest iteration of the [CCC] version 1.31 which can be found HERE

Please, for any troubleshooting questions, comments or suggestions or just a Thank-You head over to the official [CCC] 1.31 support thread. HERE. Still growing at 71 pages of posts long, the LARGEST thread dedicated to ANY Crysis minimod in Crysis History as of yet. :)

Sorry again if your experience with this version of the [CCC] has not been pleasurable I constantly watch the official support thread for anybody needing help, so thats where you should head if you need any help.

I hope we (me and you, [H]) can still be friends.. ? :D lol
 
Seems to work pretty well.

This is the "low" config.
crysis_2008-02-28_19-49-03-50596.jpg
 
sorry to exume a old thread, but figured it would help

i installed the 1.3 version of this mod and i like it, but i have a question

when i installed i chose medium config, how do i change to high config?

in the autoexec i have this part

File Release Version = 1.31
;Config Version = LVL-3 [" MEDIUM "] Config
;Operating System = DX10 Vista 32/64
;File Name = Autoexec.cfg


can i simply change the LVL-3 to LVL-4 or for instance change DX10 to say DX9 and then save it and will those changes take effect? because when i tried changing LVL-3 to LVL-4 it still said ["MEDIUM"] and i did not notice any difference in the game.... and i saved the file before i launched the game again
 
to upgrade to level four just install over the file again. you dont have to install the custom levels but you can just click install and select level 4. it will automatically overwrite the other one.
 
I tried this one, but i didn't like it because of the HDR tweaks. I tried Natural Mod, didn't like that one either. Now i'm running Pydon's Tweaks and it's lot more natural looking to me (even though it runs like crap on my machine, lol).
 
I installed it twice, with level 3 and level 4 configs.
To change config, I rename the config file.
 
ok...sorry, been out of pc gaming a long time here.....how exactly do i change from level 3 ot 4 after installing both ways?

and what about the Ultima TOD mod, when i installed the first time i checked it and autoexec.cfg, everything went fine, but when i tried to install the second time to add the lvl4 config and checked TOD it came up with an error that said it could not find the Level.pak file.......

does the TOD stay installed? do you have to check it every time? i need a little more help, the instructions i get from the incrysis site and comments here are a little too assuming for me, i dont know anything about this stuff anymore
 
When you install, you choose to install to autoexec or config.
Whichever you used, take a copy of it.
Rename when you want to use it.

The TOD should install once and remain there but if it doesnt, reinstall it.
 
When you install, you choose to install to autoexec or config.
Whichever you used, take a copy of it.
Rename when you want to use it.

The TOD should install once and remain there but if it doesnt, reinstall it.

still confused

yes, i chose autoexec.cfg on install

what do you mean by take a copy and what do you mean by "rename when you want to use it"
 
ok, got that all figured out, now i have a new problem

when i use the -dx9 tag on the exe to force dx9 everything runs super until about 15 seconds into the level, then the graphics go all corrupt and it drags the pc wayyyy down....in DX10 mode with everything else identical it doesnt do it

so any ideas? is this a SLI-DX9-Crysis thing? or maybe i am thinking there is a DX10 specific cvar that is conflicting with DX9?
 
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