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孤島危機(jī)2解決游戲中頓卡問題的辦法

作者:佚名來源:本站整理 發(fā)表時間:2011/2/15 11:28:16 評論(0)

    有的玩家在游戲中常碰到畫面頓卡的問題,玩著卡的估計都是硬盤版的,下面筆者提供一些方法教玩家們解決這些問題。

1.硬盤版的玩家最好運(yùn)行一下bin32下的Crysis2DedicatedServer
讓游戲檢測一下你的硬件
我的sever.log日志里寫的是i7 明顯是游戲提供者的機(jī)器
檢測后日志變?yōu)閑8400的處理器

2.游戲時打開控制臺輸入r_TexturesStreaming=0
關(guān)閉紋理流就不會出現(xiàn)內(nèi)存不足的提示了 而且提升流暢度

3.下面是一些特效的指令 在控制臺中可以修改 看懂的再改 謹(jǐn)慎為好
sys_flash_curve_tess_error = 4

r_HDRRendering = 1
r_HDRBlueShift=1.0
r_HDRBrightLevel=0.85
r_HDRBrightOffset=6
r_HDRBrightThreshold=6
r_HDRLevel=6
r_HDROffset=10
r_EyeAdaptationBase=0.1
r_EyeAdaptationFactor=0.85

r_EnvTexResolution = 1
r_TexSkyResolution = 1
r_DetailNumLayers = 2
r_DetailDistance = 4

r_TexBumpResolution=0
r_TexResolution=0

r_TexturesStreaming = 1
r_texpreallocateAtlases=0

r_TexturesStreamPoolSize = 90

r_ShadersUserFolder = 1
r_GeomInstancing = "0"
r_refraction = 1
r_ShadowBlur = "0"

r_SSAOQuality=1
r_SSAORadius=1.5
r_SSAODownscale = 1

e_CoverageBuffer = 1
e_Coveragebufferrotationsafecheck=2
r_WaterReflections=1
r_WaterUpdateFactor=0.25
e_WaterTesselationAmount=1
e_WaterTesselationSwathWidth=10
r_WaterUpdateDistance=1.0
r_WaterCaustics=1
r_WaterCausticsDeferred=2
r_WaterReflectionsQuality=4
e_WaterOcean_fft=1
r_WaterReflectionsMinVisiblePixelsUpdate = 0.05
e_HwOcclusionCullingWater = "1"
r_WaterRefractions = 1
r_WaterCausticsDistance = 16
r_WaterUpdateFactor = 0.15                        
r_WaterReflections_Quality = 4
r_Width = 1280
r_Height = 720

e_LevelAutoPrecacheTexturesAndShaders = "1"
e_ShadowsSlopeBias=1.0
e_ShadowsMaxTexRes = "512"
e_VegetationSpritesMinDistance = 32
-- 0.3 is fastest value in game04 cxp_benchmark
e_VegetationSpritesDistanceCustomRatioMin=0.3
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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