Crysis PC Game - News: Upcoming Patch #1

Crytek have sent out an update on their upcoming first patch. Overall, the new patch won't introduce any major changes and won't have a large change log; it's intended to be a small patch to fix the most frustrating and obvious issues:

Today we have got a little update on our upcoming Crysis Patch #1 for you. Even though there is no final change log available at the moment since the patch is still work in progress we would like to give you a rough overview what kind of issues are being addressed.

Crysis Patch #1 – General Content
First of all we don’t have set a release date for the patch yet. We are still working on it, but we are very confident that the patch will be out right after it has been verified and checked for stability. We will let you know immediately once we have more specific information on this for you.

As for the content it self, the patch is going to address following categories:

  • Overall Performance

  • Adjustments to LAW and Grenade balance in multiplayer


Please keep in mind this is not a major patch to the game, but more an update on performance and some Multiplayer tweaks that have been requested by the community.

Pre-Order/Special Edition Exclusive Vehicle (Amphibious APC) – Online Issues
A few of the people who got access to the Amphibious APC wonder why they are not able to purchase that vehicle in one of the factories. This is related to the fact that the dedicated server need to be logged into Gamespy to allow people who purchased the pre-order/SE version of Crysis to buy the vehicle ingame.

We already informed most of the server hosting companies about that and we recommend everyone who is setting up a dedicated server to read the Official Dedicated Server Documentation 1.2

Weapon Sound loop – Workaround!Some committed community members found out a temporary workaround for the sound looping bug that occurs in some multiplayer sessions. In the case you experience this bug please follow this instructions:

  1. Open console and type in “con_restricted 0” (without “”).

  2. Type in “s_soundenable 0” (without “”) to disable sound completely.

  3. Type in “s_soundenable 1” (without “”) to enable sound again.


So whenever this bug occurs just follow the steps above and the bug should be gone. Crytek is also trying to solve that problem once we are able to reproduce it in-house.

Thanks to these members for finding this workaround!

-Crysis Dev Team

Crysis PC Game - Tweaks: Neat Stuff & Conclusion

This section deals with several important performance and convenience tips and advice. Do not skip this section, as these tips are just as important as any cvar tweak.

Disabling the Introductory Movies

There are a large number of introductory/promotional movies which play before you reach the main menu in Crysis. If you wish to skip these and reach the main menu much more quickly, there's a simple method to do this: go to your \Program Files\Electronic Arts\Crytek\Crysis\Game\Localized\Video directory, and rename all the .sfd files starting with Trailer_, as well as Crytek.sfd, to something else - e.g. give them all ._sfd extensions. Alternatively, create a new folder under that directory, call it whatever you wish, and move all the above .sfd files to that new directory. The game will now automatically skip all these introductory movies and get to the main menu within a shorter space of time.

Note that there is a g_SkipIntro command variable, but it doesn't appear to work in removing the startup movies, regardless of how it is implemented.

Enabling 'Very High' Settings Under Windows XP or Vista DX9

Something controversial about Crysis is that by default you can't enable the 'Very High' level for any of the in-game Advanced settings under Windows XP, nor in Vista DX9 mode, yet you can under Vista DX10 mode. Initially it was thought that this was due to Very High being DX10-exclusive. However this is not correct, it's an artificial limitation imposed by Crytek, and in fact it was during the Crysis Multiplayer Beta that it was discovered that you can indeed force Very High mode in DX9. Before we go any further however, it's important to understand that this is not a "DX10 hack", as under DX10 Crysis does indeed have some additional subtle effects which are exclusive and can't be reproduced in DX9 - see the DX9 vs. DX10 topic under the In-Game Settings section. For most intents and purposes though, Very High in XP (or Vista DX9) will look almost identical to Very High in Vista DX10, and also performs better to boot.

To try this out for yourself, you'll need to go to your \Program Files\Electronic Arts\Crytek\Crysis\Game\Config\CVarGroups directory and make a backup of all the files there. Next open each .cfg file (except sys_spec_Full.cfg), and copy all commands at the very top, beneath the 4 but above the [1], and paste them over all the commands under the [3] at the very bottom of the file, then save each file. If you want to understand what this does, and how these .cfg files work, see the start of the Advanced Tweaking section of this guide. Basically it just forces the game to run the Very High command variables at the in-game High setting. An alternate method which doesn't require pasting over existing settings is to copy all the commands under the '4' of each file and then paste them all into your relevant diff_ .cfg file. Remember, if you just put the commands into System.cfg or autoexec.cfg, some of them won't change since they're system variables and need to be placed in an original system file to work, as explained on page 7 of this guide.
Finally, go into the game and make sure all your Advanced options are set to High, and start up a game. There will now be a range of additional effects now visible - all of which are covered in detail in the In-Game Settings section of this guide - and your performance will also have taken a turn for the worse. To see a comparison between the Very High mode in XP, and the Very High mode in Vista, look at the In-Game Settings section, as well as the screenshots above; there really isn't any noticeable visible difference between the two, but both look noticeably better than High.

'Very High' On The Cheap

There's another thing you can try if you find Very High mode is just a bit too strenuous for your system. You can try the "cheap" version of Very High, which basically only implements the more obvious visual enhancements of Very High. To do this, instead of editing your .cfg files as covered above, all you need to do is set your in-game settings all to High as normal, then add the following commands to your System.cfg file (or just test them in the console first): r_UsePOM=1, r_sunshafts=1, e_water_ocean_fft=1, q_Renderer=3 and r_colorgrading=1. This will make High look extremely similar to Very High in most respects, but with quite a bit less of a performance hit. In a pinch, if you still need extra FPS, try disabling one of the effects, though keep in mind that q_Renderer=3 is necessary for color grading to work. You can also turn off Edge AA (r_UseEdgeAA=0) to make things look crisper and boost performance further.

The cheap method looks very close to the real Very High, with the exception of some additional foliage, better water reflections and a few more objects visible in the distance on the left hand side. The FPS difference however is noticeable. But this is just the quick way to get Very High on the cheap; obviously if you want to do things in more depth and tailor it to suit your own tastes (which I recommend), then read through the Advanced Tweaks section and put together your own custom configuration.

Measuring Framerates, Taking Screenshots & Videos

If you want to measure your FPS in Crysis, simply use the r_displayinfo 1 console command as covered in the Advanced Tweaks section. To take screenshots in Crysis, by default you can use the r_GetScreenshot console command (or just press the F12 key) and the shot will be taken in JPG format by default and stored under your \My Games\Crysis\ScreenShots directory. To make the screenshots look nicer, you can remove the HUD temporarily before taking the shot by using the cl_hud 0 command, and then cl_hud 1 to restore it again.

Another way to measure framerates, take screenshots, and capture .avi videos of gameplay in an easy manner is to use the free FRAPS utility. Measuring FPS with FRAPS provides no performance hit, but capturing videos can reduce your FPS to a noticeable extent while recording. I have a sample video of Crysis gameplay captured with FRAPS here.

Benchmarking

Crysis comes with two built-in benchmarking tools you can use to measure and compare your performance in the game with others. Go to your \Program Files\Electronic Arts\Crytek\Crysis\Bin32 directory (or \Bin64 for 64-bit systems), and run the Benchmark_CPU.bat file for a CPU-based benchmark, and run Benchmark_GPU.bat for a graphics-card focused benchmark. You can then share the results you get with others online, although I would be hesitant to base any purchasing decisions on these benchmark results - your best bet is to see how you perform normally in the game, and whether you get slowdowns during combat, etc.

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Crysis PC Game - Tweaks: Advanced Tweaks - Part 5

Graphics Commands (Cont.)


Sky and Weather Effects
e_clouds [0,1] - If set to 0, disables the rendering of clouds in the sky. This can noticeably improve FPS, particularly at higher levels of the Volumetric Quality in-game setting, but can reduce realism.
e_wind [0,1] - This setting controls whether the wind system is activated, and setting it to 0 disables wind impacts. Note that this does not stop things like vegetation movement, as some of that is independent of wind. It can however improve performance in windy areas at the cost of realism (system).
e_fog [0,1] - If set to 0, disables all fog globally. This means that local fog, distance fog, as well as underwater fog, is removed. The FPS result can vary - it can reduce or raise your FPS depending on the scene. The most noticeable impacts are that everything appears sharper, and the water in the ocean becomes crystal clear at all depths (system).
e_fog_volumes [0,1] - If set to 0, similar to e_fog this option disables fogging. However it only affects local fog, and not distance fogging. Once again, most noticeably it will make the water completely clear, but disabling this setting is a reasonably good compromise between completely disabling fog with e_fog, and having all fog completely enabled. Some people may even prefer the look of clear water for example (system).
e_sky_type [0,1] - If set to 0, this option turns the sky from a dynamic entity into a static background, which can improve performance at the cost of realism and atmosphere. Note that if you do set a static sky, it's best to also use the e_clouds 0 command to turn off clouds, for both extra performance and to prevent the static clouds from clashing with the dynamic clouds.
r_ImpostersRatio [value] - This setting controls the resolution of imposters, which are clouds. A value of 1 equals a 1:1 resolution, but higher values can make clouds thin out but may also improve performance. You can also use the r_ImpostersDraw or e_clouds commands to enable/disable clouds.
r_Rain [0,1] - If set to 0, disables any rain effects in the game, which can improve FPS when raining at the cost of a major drop in realism. If you don't wish to disable rain altogether, use the r_RainMaxViewDist command instead to determine the distance to which rain is visible, as lowering that value will improve FPS during rain without completely removing rain effects.


Water Effects
r_WaterReflections [0,1] - When set to 0, this setting disables any reflections of surrounding objects and terrain on the surface of water. This can noticeably increase FPS, and while water still doesn't look too bad, it doesn't look as realistic.
r_WaterUpdateFactor [value] - This setting controls how often per second the images on water are updated. The higher the value, the less often things like reflections are updated on the water's surface, and this in turn improves performance. However at very high values the lack of updates can make things look quite jerky, so I recommend no higher than 0.5 for this setting.
e_water_ocean_fft [0,1] - This setting determines whether Fast Fourier Transform (FFT)-based water rendering is used. If set to 1, fft-based water increases the realism of water, including the way it undulates and reacts to other objects, but this may reduce performance. Setting this to 0 uses a calmer form of water movement simulation, which can improve performance and indeed some people may also prefer it this way.
e_water_tesselation_amount [value] - Effectively determines the underlying amount of water movement, the higher the value the greater the volume of water which appears to be moving.
r_WaterCaustics [0,1] - If set to 0, disables the wavy light effects reflecting on the bottom of the ocean when underwater, and also makes underwater scenes brighter and can increase FPS, but reduces realism.
r_WaterGodRays [0,1] - If set to 0, disables the shafts of light visible when underwater, and also removes any visual distortion when underwater, which noticeably reduces realism, but can boost FPS.


Audio Commands


i_soundeffects [0,1] - If set to 0, disables weapon-specific sound effects, such as the sound of a firing weapon.
s_SoundEnable [0,1] - If set to 0, this option disables all in-game sound. The main reason to use this command would be if you are troubleshooting a sound-related problem or slowdown for example.
s_SpeakerConfig [0-7] - This setting lets you choose the specific speaker configuration for the game. The values are 0 = Uses your Windows Control Panel setting; 1 = Mono; 2 = Stereo; 3 = Headphone; 4 = 4.1; 5 = 5.1; 6 = Prologic; 7 = 7.1.
s_FormatSampleRate [value] - Determines the sample rate in KHz of the sound output, with higher values providing better quality audio at the possible cost of performance.
s_FormatType [0-5] - This setting determines the output format type, with 0 being none; 1 = PCM 8-bit; 2 = PCM 16-bit; 3 = PCM 24-bit; 4 = PCM 32-bit; and 5 = PCM 32-bit Float. The higher the value the better the sound output quality at the potential cost of performance.
s_MaxChannels [value] - This setting determines the maximum number of channels to use for sound reproduction. It is recommended that you set this value to the maximum number of channels possible on your sound hardware for optimal performance. Almost all sound cards support at least 32 channels, many such as the Audigy series support 64 and the X-Fi series support 128 channels.
s_MusicSpeaker - There are a range of settings here which allow people with multi-speaker configurations to set up the volume levels for the in-game music for each individual speaker location.


Multiplayer Commands


Note: The bulk of multiplayer-related commands usually start with sv_, net_, cl_ and g_. The most important known MP commands for players (clients) are covered below:
Name [playername] - By default, your in-game multiplayer name will be that of your Profile. However if you're using the standard Default profile, the game appears to assign the generic name Nomad along with a number. If you wish to change your name, enter the Name command followed by your preferred nick in the console while on a server. Alternatively, create a new profile under the Profile item in the main in-game options, and give that profile your chosen name, then load it up and use it for Multiplayer and that name will be used.
cl_bob [0-1] - Determines the extent to which your weapon bobs and sways as you move; 1 is the highest, and fractional values down to 0 will steadily reduce it to nothing. This is the same as the in-game Weapon Inertia setting, however the command may be useful if you just wish to adjust your weapon bobbing 'on the fly' within multiplayer.
cl_bandwidth [value] - This setting determines the maximum bandwidth in bits per second to use when communicating with the game server. You can try lowering this value from the default on your system to see if it helps stabilize your Ping (system).
cl_packetRate [value] - This setting determines the number of packets per second sent from the server to your machine. You can experiment with lowering the packet rate if you find packet loss (manifesting as in-game warping) is quite high (system).


Once again I encourage you to experiment and find how these cvars affect your system; just remember that no two systems are alike, so don't just use someone else's .cfg file. Only you know what your preferences are for the tradeoff between performance and image quality, and precisely what type of things you're willing to sacrifice or customize to suit your exact needs. If you use someone else's .cfg or command recommendations without understanding what they do, you'll only run into problems.


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