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《孤岛危机2》玩着卡的解决方法详解

来源:乐游整理 日期:2011/2/15 8:29:43 作者:乐游
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[乐游网导读]《孤岛危机2》是《孤岛危机》的正统续作,游戏采用一代所使用引擎的升级版——CryENGINE 3所制作,并且二代将打破一代的PC独占,将登陆主机平台。那自然就好考虑如何实现PC版画面不仅不缩水,而且要比前作更好,而且还要兼顾主机平台的可实施性,这就要拜CryENGINE 3的强大功能所赐了,Crytek承诺他们能做到这点。

2 页 《孤岛危机2》玩着卡的解决方法详解

e_StatObjMerge = "1"

e_GsmRange = 3

e_GsmRangeStep = 3

e_GsmLodsNum = 4 // shadows fix for elevator scene

e_DynamicLightsMaxEntityLights = 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_LodMinTris=150

;for performance reasons disabled, saved 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_DecalsMerge=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_GsmCacheLodOffset=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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