抗鋸齒
現(xiàn)在任何卡運(yùn)行Crysis開抗鋸齒都是十分奢侈,游戲茂密的植被和各種shader都會(huì)貪婪的吃光你的顯存,即使你使用8800Ultra SLI也不可能在全特效開啟AA流暢的運(yùn)行,降低其他畫質(zhì)來開AA與其不如提高其他畫面設(shè)置,這樣對(duì)畫面的效果提升會(huì)更而顯著。不過Crysis還提供了邊緣AA(Edge AA,相當(dāng)于軟件AA,對(duì)物體的邊緣進(jìn)行模糊處理還緩解鋸齒,《幽靈行動(dòng)》最新作就是采用這種方式的AA)玩家還是可以嘗試用r_UseEdgeAA 2開啟Edge AA,雖然這種方式的AA效果不如MSAA,并且邊緣部分會(huì)變得模糊,但還是起到的AA作用,并且速度損失也不大。
在Windows XP和DX9平臺(tái)上設(shè)置接近DX10 Very High的畫面
前面我們已經(jīng)介紹過Crysis所支持的DX10特效,但實(shí)際上我們發(fā)現(xiàn),許多所謂的DX10特效完全可以在DX9硬件上實(shí)現(xiàn),針對(duì)這一點(diǎn),我們發(fā)現(xiàn)了如何在DX9平臺(tái)上手動(dòng)打開Very High DX10特效的辦法,下面我們就一起來看一下如何讓DX9跟XP實(shí)現(xiàn)Vista下的DX10效果:
在autoexec.cfg里加入以下代碼讓在DX9環(huán)境實(shí)現(xiàn)接近DX10 Very High的畫面效果:
sys_spec_GameEffects = 3
sys_spec_ObjectDetail = 3
sys_spec_Particles = 3
sys_spec_Physics = 3
sys_spec_PostProcessing = 3
sys_spec_Quality = 3
sys_spec_Shading = 3
sys_spec_Shadows = 3
sys_spec_Texture = 3
sys_spec_VolumetricEffects = 3
sys_spec_Water = 3
e_foliage_wind_activation_dist = 25
e_max_entity_lights = 16
e_obj_quality = 4
e_particles_max_emitter_draw_screen = 32
e_particles_quality = 4
e_shadows_cast_view_dist_ratio = 0.8
e_vegetation_sprites_distance_ratio = 1.5
e_view_dist_ratio_detail = 30
e_view_dist_ratio_vegetation = 45
e_water_ocean_fft = 1
e_water_tesselation_amount = 10
es_DebrisLifetimeScale = 1
g_battleDust_enable = 1
g_breakage_particles_limit = 250
g_ragdollDistance = 40
g_ragdollMinTime = 15
q_Renderer = 3
q_ShaderFX = 3
q_ShaderGeneral = 3
q_ShaderGlass = 3
q_ShaderHDR = 3
q_ShaderIce = 3
q_ShaderMetal = 3
q_ShaderPostProcess = 3
q_ShaderShadow = 3
q_ShaderSky = 3
q_ShaderTerrain = 3
q_ShaderVegetation = 3
q_ShaderWater = 3
r_BeamsDistFactor = .05
r_BeamsMaxSlices = 200
r_ColorGrading = 1
r_DepthOfField = 2
r_DetailNumLayers = 2
r_DynTexAtlasSpritesMaxSize = 32
r_MotionBlur = 3
r_ShadowJittering = 2.5
r_SSAO_quality = 2
r_SSAO_radius = 2
r_sunshafts = 1
r_TexAtlasSize = 2048
r_WaterReflectionsQuality = 3
r_WaterUpdateDistance = 0.2
標(biāo)簽:孤島危機(jī): 自己做適合自己的孤島危機(jī)優(yōu)化文件!