bon j'ai essayé avec ces paramètres : Made by Cell-Systems.net
; version 0.24 - fix
;Volumetric Effects not saving into the output - fixed
; version 0.23 - fix
;Maximum Shadow Texture Resolution (black bar following player) - fixed
;option value="2048"2048 - [4][5] - spec [5] added
;option value="4096>4096 - [5] - delted
; version 0.22 - fix
;Explosions Radial Blur Effect - off fixed
; version 0.21 - fix
;Shadow Jitter - option value="4" - [5] fixed
;r_TexAtlasSize - option value="4096" - [5] fixed
; version 0.2 - update
; updated all cvars to [1] as default !
; updated most all cvar settings
; [0] custom "Low Spec" config values
; [1] default "High" Crysis 2
; [2] default "Very High" Crysis 2
; [3] default "Extreme" Crysis 2
; [4] custom "Extreme" spec config values
; [5] Exclusive "Insane" spec config values
; version 0.15 - fix
; updated most cvar descriptions and settings
; version 0.1 - initial release
; 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 = 1
g_corpseMinTime = 30
g_corpseUnseenTime = 4
g_corpseMinDistance = 50
g_battleDust_enable = 1
mfx_Timeout = 0.005
; 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 = 2
e_DecalsOverlapping = 1
e_LodRatio = 6
e_LodMin = 0
e_ViewDistRatioDetail = 100
e_ViewDistRatioVegetation = 100
e_VegetationMinSize = 0
e_ViewDistRatio = 100
e_ViewDistRatioCustom = 100
e_ViewDistRatioLights = 50
e_ViewDistMin = 10
e_MaxViewDistSpecLerp = 1
sys_flash_curve_tess_error = 2
e_VegetationSpritesDistanceCustomRatioMin = 0.6
e_VegetationSpritesDistanceRatio = 1.5
es_DebrisLifetimeScale = 0.6
e_OcclusionCullingViewDistRatio = 1
e_Dissolve = 2
ca_AttachmentCullingRation = 160
e_TerrainOcclusionCullingMaxDist = 200
e_streamCgf = 0
; Sys_Spec Particles Settings
e_ParticlesQuality = 4
e_ParticlesMaxScreenFill = 32
e_ParticlesMinDrawPixels = 1
e_ParticlesObjectCollisions = 2
e_ParticlesPoolSize = 8192
e_ParticlesEmitterPoolSize = 4096
r_UseParticlesHalfRes = 0
e_ParticlesForceAnimBlend =
e_ParticlesForceGI = 1
; sys_spec Physics Settings
e_CullVegActivation = 30
g_tree_cut_reuse_dist = 0.35
p_max_MC_iters = 4000
es_MaxPhysDist = 200
es_MaxPhysDistInvisible = 100
e_PhysOceanCell = 1
e_FoliageWindActivationDist = 10
g_breakage_particles_limit = 80
p_max_object_splashes = 3
v_vehicle_quality = 4
p_max_substeps_large_group = 5
p_num_bodies_large_group = 100
p_gravity_z = -13
p_joint_damage_accum = 2
p_joint_damage_accum_threshold = 0.2
p_num_threads = 2
; sys_spec PostProcessing Settings
r_MotionBlur = 2
r_sunshafts = 1
r_UseEdgeAA = 0
r_colorgrading = 2
r_GlowAnamorphicFlares = 1
r_RainMaxViewDist_Deferred = 40
r_MotionBlurMaxViewDist = 16
r_PostMSAA = 1
r_PostMSAAEdgeFilterNV = 0
r_PostProcessHUD3DCache = 0
r_MotionBlurShutterSpeed = 0.0055
r_HDRBloomMul = 0.7
; sys_spec Shading Settings
sys_spec_Quality = 4
e_SkyUpdateRate = 0.5
r_DetailNumLayers = 1
r_DetailDistance = 4
r_HDRRendering = 2
r_SSAO = 4
r_SSAOQuality = 1
r_SSAODownscale = 1
r_refraction = 0
sys_flash_edgeaa = 0
e_VegetationUseTerrainColor = 0
e_TerrainAo = 0
e_TerrainNormalMap = 0
e_DynamicLightsMaxEntityLights = 7
r_UsePom = 0
r_EnvTexUpdateInterval = 0.075
r_TexturesFilteringQuality = 1
e_GINumCascades = 1
r_HDRBlueShift = 1.0
r_HDRBrightLevel = 0.85
r_HDRBrightOffset = 5
r_HDRBrightThreshold = 6
r_HDRLevel = 6
r_HDROffset = 10
r_EyeAdaptationBase = 0.1
r_EyeAdaptationFactor = 0.85
e_GI = 1
e_GIMaxDistance = 50
e_GIAmount = 0.6
; sys_spec Shadows Settings
e_Shadows = 1
r_ShadowBlur = 3
e_ShadowsMaxTexRes = 1024
r_ShadowJittering = 2.5
e_GsmLodsNum = 5
e_GsmRange = 3
e_ShadowsCastViewDistRatio = 1
e_GsmCache = 0
e_ShadowsResScale = 3.4
; sys_spec Sounds Settings
s_MPEGDecoders = 24
s_Obstruction = 2
s_ObstructionAccuracy = 1
s_ObstructionUpdate = 0.5
s_SoundMoodsDSP = 0
s_VariationLimiter = 0.6
s_ReverbType = 3
; sys_spec Texture Settings
r_TexSkyResolution = 0
r_ImposterRatio = 1
r_EnvCMResolution = 2
r_EnvTexResolution = 3
r_DynTexMaxSize = 60
r_TexAtlasSize = 2048
r_DynTexAtlasCloudsMaxSize = 24
r_DynTexAtlasSpritesMaxSize = 16
r_VegetationSpritesTexRes = 64
r_TexMinAnisotropy = 16
; sys_spec Volumetric Effects Settings
r_Beams = 3
r_BeamsDistFactor = 0.5
r_BeamsMaxSlices = 32
e_Clouds = 0
; sys_spec Water Settings
r_WaterUpdateFactor = 0.1
e_WaterTesselationAmount = 1
e_WaterTesselationSwathWidth = 10
r_WaterUpdateDistance = 1
e_WaterOceanFFT = 0
q_ShaderWater = 1
r_WaterReflectionsMinVisiblePixelsUpdate = 0.05
; Extra Render settings
sys_MaxFPS = 120
sys_physics_CPU = 1
sys_EarlyMovieUpdate = 1
gpu_Particle_Physics = 1
e_LodMax = 0
r_AnisoMin = 8
r_AnisoMax = 8
e_CharLodMin = 0
es_maxphysdistcloth = 50
r_PostMSAAMode = 2
r_ShadersRemoteCompiler = 0
r_displayInfo = 0
r_BeamsSoftClip = 1
r_EnableAltTab = 1
r_TexMaxAnisotropy = 16
r_ColorBits = 32
r_CoronaFade = 0.25
r_DrawNearFoV = 75
r_UseMergedPosts = 2
r_HDRRangeAdaptMax = 0.61
r_HDRRangeAdaptMaxRange = 64
r_HDRGrainAmount = 0.0
r_ShadersUseInstanceLookUpTable = 1
c'est fluide, là n'est pas le problème mais mon viseur est flouté sauf en furtif et je ne sais pourquoi. voir ici : http://img819.imageshack.us/i/dirt22011040418192037.png/
http://img141.imageshack.us/i/dirt22011040418193035.png/
Quelqu'un aurait-il la solution à mon problème?