so long waiting DX11 Patch
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so long waiting DX11 Patch
crytek mmmm, seeing fps of 150-200, was expecting so see some 80 fps similar to the crysis benchies :D
Crysis 2 SGSSAA HowTo - You Tube
Huge impact on performance :eek:
here it's not only me some guy from ocn had same issue
http://www.overclock.net/13150148-post15.html
I've added 3 custom timedemos recorded at Central Park, Downtown and Times Square. The default timedemos (from Crytek) have been removed.
Updates
======
0.15 - 15/04/2011
- New installer.
- New timedemos.
- Removed unavailable AA modes (8xQ, etc.)
- The program now checks for newer version when it's started.
0.14 - 14/04/2011
- Savegames created during the benchmark are removed after the test finishes.
0.13 - 14/04/2011
- Autoexec.cfg is kept even it didn't existed before. The program now deletes the file to avoid the game enter benchmark mode the next time it's opened.
0.12 - 13/04/2011
- AA modes changed to reflect changes from Crysis/Crysis Warhead.
0.11 - 13/04/2011
- Program title changed.
- Fixed game config path.
0.10 - 13/04/2011
- First release.
Download from the same link
Nice, thanks japamd :up:
thanks for this :up:
This program doesn't seem to work at all for me. I have the steam version of the game and have looked all over the internet for people with similar issues with your program. I have found no one. The problem is the program launches the game and then simply has it sit on menu, every time. It doesn't matter if I have an autoexec or not, it doesn't matter what settings I use, nothing changes the sitting on menu behavior. Any help would be appreciated.
I'm aware of that steam issue, but unfortunately I can't test it myself to know what's happening. My version is EADM with latest patch, it looks like Steam version is a bit different and may not be executing the autoexec commands.
If possible, after Crysis 2 launch by the bench tool and while sitting on menu, please open the console and take a screenshot, that will show the commands executed by Cryengine.
Not to bash japamd as he does awesome stuff, but why would anyone want to benchmark with Crysis 2? Its wholly inferior to Crysis or Warhead in every way, shape, and form. I want my DX11 patch dammit and it better turn Crysis 2 into the wonderful eyecandy open world we expected.
It's a shame you have to have the game in order to run the benchmark. I would rather see a benchmark that is a standalone program like Vantage.
I'm getting far worse FPS than any of you guys. Are you guys running default autoexec.cfg file? Mine is heavily modified to really increase image quality. Example: Extreme settings for Shadow resolution is 1024. I've got it at 1536.
Can any of you guys run the benchmark with this as your autoexec.cfg?
thanks!
Quote:
; Sys_Spec settings
sys_spec = 4
sys_spec_Full = 4
sys_spec_ObjectDetail = 4
sys_spec_Shading = 4
sys_spec_VolumetricEffects = 4
sys_spec_Shadows = 4
sys_spec_Texture = 4
sys_spec_Physics = 4
sys_spec_PostProcessing = 4
sys_spec_Particles = 4
sys_spec_Sound = 4
sys_spec_Water = 4
sys_spec_GameEffects = 4
sys_spec_Quality = 4
; Sys_Spec Quality settings
q_ShaderGeneral = 4
q_ShaderMetal = 4
q_ShaderGlass = 4
q_ShaderVegetation = 4
q_ShaderIce = 4
q_ShaderTerrain = 4
q_ShaderShadow = 4
q_ShaderFX = 4
q_ShaderPostProcess = 4
q_ShaderHDR = 4
q_ShaderSky = 4
q_Renderer = 4
; Sys_Spec Game Effects Settings
i_lighteffects = 0
g_corpseMinTime = 60
g_corpseUnseenTime = 2
g_corpseMinDistance = 20
g_battleDust_enable = 0
mfx_Timeout = 0.01
; Extra Game Effects Settings
g_SkipIntro = 1
g_radialBlur = 1
g_nanoSuitEnableSuitShapeDeformation = 1
g_no_breaking_by_objects = 0
g_procedural_breaking = 1
g_no_secondary_breaking = 0
; Sys_Spec Object Detail Settings
e_ObjQuality = 4
e_ProcVegetation = 1
e_DecalsAllowGameDecals = 1
e_DecalsLifeTimeScale = 4
e_DecalsOverlapping = 1
e_LodRatio = 100
e_LodMin = 0
e_ViewDistRatioDetail = 200
e_ViewDistRatioVegetation = 200
e_VegetationMinSize = 0
e_ViewDistRatio = 200
e_ViewDistRatioCustom = 200
e_ViewDistRatioLights = 200
e_ViewDistMin = 200
e_MaxViewDistSpecLerp = 1
sys_flash_curve_tess_error = 0.5
e_VegetationSpritesDistanceCustomRatioMin = 1
e_VegetationSpritesDistanceRatio = 2.5
es_DebrisLifetimeScale = 3.2
e_OcclusionCullingViewDistRatio = 2
e_Dissolve = 4
ca_AttachmentCullingRation = 400
e_TerrainOcclusionCullingMaxDist = 300
e_streamCgf = 0
; Sys_Spec Particles Settings
e_ParticlesQuality = 4
e_ParticlesMaxScreenFill = 1024
e_ParticlesMinDrawPixels = 0.25
e_ParticlesObjectCollisions = 4
e_ParticlesPoolSize = 32768
e_ParticlesEmitterPoolSize = 16384
r_UseParticlesHalfRes = 0
e_ParticlesForceAnimBlend =
e_ParticlesForceGI = 1
; sys_spec Physics Settings
e_CullVegActivation = 200
g_tree_cut_reuse_dist = 0
p_max_MC_iters = 24000
es_MaxPhysDist = 400
es_MaxPhysDistInvisible = 5
e_PhysOceanCell = 0.1
e_FoliageWindActivationDist = 200
g_breakage_particles_limit = 640
p_max_object_splashes = 8
v_vehicle_quality = 4
p_max_substeps_large_group = 40
p_num_bodies_large_group = 200
p_gravity_z = -13
p_joint_damage_accum = 6
p_joint_damage_accum_threshold = 0.6
p_num_threads = 6
; sys_spec PostProcessing Settings
r_MotionBlur = 2
r_sunshafts = 1
r_UseEdgeAA = 0
r_colorgrading = 2
r_GlowAnamorphicFlares = 1
r_RainMaxViewDist_Deferred = 200
r_MotionBlurMaxViewDist = 256
r_PostMSAA = 1
r_PostMSAAEdgeFilterNV = 2
r_PostProcessHUD3DCache = 0
r_MotionBlurShutterSpeed = 0.0075
r_HDRBloomMul = 0.7
; sys_spec Shading Settings
sys_spec_Quality = 4
e_SkyUpdateRate = 1
r_DetailNumLayers = 2
r_DetailDistance = 200
r_HDRRendering = 2
r_SSAO = 4
r_SSAOQuality = 3
r_SSAODownscale = 0
r_refraction = 1
sys_flash_edgeaa = 1
e_VegetationUseTerrainColor = 1
e_TerrainAo = 1
e_TerrainNormalMap = 1
e_DynamicLightsMaxEntityLights = 32
r_UsePom = 1
r_EnvTexUpdateInterval = 0.001
r_TexturesFilteringQuality = 0
e_GINumCascades = 3
r_HDRBlueShift = 1.0
r_HDRBrightLevel = 0.65
r_HDRBrightOffset = 5
r_HDRBrightThreshold = 6
r_HDRLevel = 6
r_HDROffset = 10
r_EyeAdaptationBase = 0.1
r_EyeAdaptationFactor = 0.85
e_GI = 0
e_GIMaxDistance = 100
e_GIAmount = 0.5
; sys_spec Shadows Settings
e_Shadows = 1
r_ShadowBlur = 3
e_ShadowsMaxTexRes = 1536
r_ShadowJittering = 2
e_GsmLodsNum = 5
e_GsmRange = 3
e_ShadowsCastViewDistRatio = 1
e_GsmCache = 0
e_ShadowsResScale = 3.4
; sys_spec Sounds Settings
s_MPEGDecoders = 32
s_Obstruction = 1
s_ObstructionAccuracy = 1
s_ObstructionUpdate = 0.1
s_SoundMoodsDSP = 1
s_VariationLimiter = 1
s_ReverbType = 3
; sys_spec Texture Settings
r_TexSkyResolution = 0
r_ImposterRatio = 1
r_EnvCMResolution = 2
r_EnvTexResolution = 3
r_DynTexMaxSize = 320
r_TexAtlasSize = 4096
r_DynTexAtlasCloudsMaxSize = 128
r_DynTexAtlasSpritesMaxSize = 128
r_VegetationSpritesTexRes = 256
; sys_spec Volumetric Effects Settings
r_Beams = 1
r_BeamsDistFactor = 0.01
r_BeamsMaxSlices = 300
e_Clouds = 1
; sys_spec Water Settings
r_WaterUpdateFactor = 0.0
e_WaterTesselationAmount = 30
e_WaterTesselationSwathWidth = 30
r_WaterUpdateDistance = 0.0
e_WaterOceanFFT = 1
q_ShaderWater = 4
r_WaterReflectionsMinVisiblePixelsUpdate = 0.010
; Extra Render settings
sys_MaxFPS = 60
sys_physics_CPU = 3
sys_EarlyMovieUpdate = 1
gpu_Particle_Physics = 1
e_LodMax = 0
r_AnisoMin = 16
r_AnisoMax = 16
e_CharLodMin = 0
es_maxphysdistcloth = 200
r_PostMSAAMode = 2
r_ShadersRemoteCompiler = 0
r_displayInfo = 0
r_BeamsSoftClip = 0
r_EnableAltTab = 1
r_TexMaxAnisotropy = 0
r_ColorBits = 32
r_CoronaFade = 0.25
r_DrawNearFoV = 75
r_UseMergedPosts = 3
r_HDRRangeAdaptMax = 1.01
r_HDRRangeAdaptMaxRange = 256
r_HDRGrainAmount = 0.0
r_ShadersUseInstanceLookUpTable = 1
;My Additional Settings
cl_fov=75
pl_movement.power_sprint_targetFov=75
cl_ZoomToggle=1
cl_BobHud=0
g_enableInitialLoginScreen=0
con_restricted = 0
hud_Crosshair=0
New version with support for latest patch 1.9 DX11 is coming!!
Attachment 116851
Have they added an option to play back a custom gameplay sequence?
New build 1.0.1.6
http://benchzone.adrenaline.com.br/t...mark-tool.html
http://img843.imageshack.us/img843/6328/sshot35tnnb.jpg
1.0.1.6 - 07/02/2011
- Added support for game patch 1.9.
- Introduced support for DX11 and Ultra quality mode.
- New interface.
- Improved timedemos.
- Added support for submitting results to Adrenaline BenchZone.
- Improved Steam support (special thanks to Guilherme Sollero aka SHAFT for his help)
- Version numbering changed to full version.
Thanks, I tried it and one of the benchmarks never completed, it just crashed on me. Right now NVIDIA's cards do not play well with Crysis 2 DX11 at the moment.
It crashed at the end of the map. Though I disabled SLI and downclocked my card it seemed to work without any issues.
I also tried it on my other AMD/ATI 955/6950 rig and it failed to load, just crashed for some odd reason.
i thought i was the only one with this problem. my 570 can run BFBC 2 @ 840 no problem for hours, crashes on Crysis 2 after the DX11/tex update, sometimes just minutes after i start the game. at stock it seem fine. i am guessing a new driver might solve this problem.
btw what is the VRAM usage for GTX 580 3GB users? i heard its around 1800+MB @ 1080p max. i am getting 1250MB according to after burner, and around 800 to 1000MB on task manager
yep, since the updates crysis 2 eats up all the ram on my gtx570 as well (resolution is 1680x1050 with ultra settings + dx11). the ram is finally put to some use ;) even bc2 uses only up to 900mb at most.
Hmmm, I see, maybe your overclock wasn't rock solid... for Crysis :P
I've updated the installer to 1.0.1.7, it fixes an issue some users reported with the openautomate dll not loading due to some dependencies on external modules. Please try it and let me know if the problem persists.