Game Settings (System.cfg)
Posted: Mon Apr 13, 2020 5:48 pm
An old problem in far cry is that changing settings in-game results in several changes in the actual quality settings. if only one of the made changes does not work it will default back to defaults eventually.
This means you wont be able to enjoy some effects even though your card supports them, if some other effect does not work because your hardware or the driver dont support it.
Additionally certain effects are consuming way more resources than others on some hardware, so to get high quality bump maps for exmaple, you will have to deal with other effects as well wich could mean quite an additional fps hit even though you might not care about those other effects at all and only want better bump mapping quality.
Crytek does NOT recommend tweaking the cfg file!
Before doing any thing... be sure to make a backup of your current system.cfg file in case the game crashes and defaults to default settings.
The system.cfg file wich holds all the quality settings can be found in /far cry/profiles/players and is named "your game profile"_system.cfg
Just open the file with some text editor of your choice
As i said already don't forget to backup the file!
This are the changes made to the cfg file when changing the quality settings in the game:
I made an additional note about what the original setting of all effects were before;
for example:
e_detail_texture_quality = "1" (0)
e_detail_texture_quality was set to "1" when increasing the texture quality in the game from low to medium. (0) marks the original value it was at before altering the quality, to make it easier to see if a higher or lower value results in better quality.
TEXTURE QUALITY
Low:
e_detail_texture_quality = "0" -- Quality of detail texturing. Type: Integer. Range: [0, 1]. 0 - use one single texture for entire level, 1 - use multiple textures per level.
r_DetailDistance = "0.000000" -- Distance used for per-pixel detail layer blending. Type: Double. Range: [0.0, 16.0].
r_DetailNumLayers = "0" -- The number of detail layers per surface. Type: Integer. Range: [0, 2].
r_DetailTextures = "0" -- Toggles detail texture overlays. Type: Integer. Range: [0, 1]. 0 - off, 1 - on.
r_TexBumpResolution = "2" -- Resolution of bump maps. Type: Integer. Range: [0, 2]. 0 - keep original resolution, 1 - halve original resolution, 2 - quarter of original resolution
r_TexResolution = "2" -- Texture resolution. Type: Integer. Range: [0, 2]. 0 - keep original resolution, 1 - halve original resolution, 2 - quarter of original resolution.
r_TexSkyResolution = "2" -- Resolution of sky dome textures. Type: Integer. Range: [0, 2]. 0 - keep original resolution, 1 - halve original resolution, 2 - quarter of original resolution.
Medium:
e_detail_texture_quality = "1" (0)
r_DetailDistance = "4.000000" (0.000000)
r_DetailNumLayers = "1" (0)
r_DetailTextures = "1" (0)
r_TexBumpResolution = "1" (2)
r_TexResolution = "1" (2)
r_TexSkyResolution = "1" (2)
High:
r_DetailDistance = "8.000000" (4.000000)
r_TexBumpResolution = "0" (1)
r_TexResolution = "0" (1)
r_TexSkyResolution = "0" (1)
Very High:
r_DetailDistance = "16.000000" (8.000000)
r_DetailNumLayers = "2"(1)
PARTICLE COUNT
Low:
e_particles_lod = "0.500000" -- Adjusts level of detail for particles. Type: Double. Range: [0.5, 1.0].
e_particles_max_count = "512" -- The maximum number of particles. Type: Integer. Range: [0, oo).
Medium:
e_particles_lod = "0.750000" (0.500000)
e_particles_max_count = "2048" (512)
High:
e_particles_lod = "1.000000" (0.750000)
e_particles_max_count = "4096" (2048)
Very High:
e_particles_max_count = "8192" (4096)
SPECIAL EFFECTS QUALITY
Low:
es_EnableCloth = "0" -- Toggles whether cloth will be physicalized. Type: Integer. Range: [0, 1]. 0 - off, 1 - on.
r_checkSunVis = "0" -- Algorithm used for sun visibility checking and drawing. Type: Integer. Range: [0, 3]. 0 - off, 1 - simple visibility check by reading pixel from z buffer, 2 - slower but impressive method of blurring sun texture outwards, using the original visibility mask from the z buffer, 3 - checking of average visibility of the sun without blurring, using z buffer mask and bilinear filter to draw this as a single pixel.
r_CoronaFade = "0.000000" -- Time based fading factor of the coronas. Type: Double. Range: [0.0, 1.0].
r_Coronas = "0" -- Toggles coronas around light sources. Type: Integer. Range: [0, 1]. 0 - off, 1 - on.
r_CryvisionType = "2" -- Quality of CryVision effect. Type: Integer. Range: [0, 2]. 0 - high quality, 1 - medium quality, 2 - low quality.
r_DisableSfx = "1" -- Toggles special effects. Type: Integer. Range: [0, 1]. 0 - off, 1 - on.
r_Flares = "0" -- Toggles sunlight lens flare effect. Type: Integer. Range: [0, 1]. 0 - off, 1 - on.
r_Glare = "0" -- Toggles the glare effect. Type: Integer. Range: [0, oo). 0 - off, > 0 - on.
r_GlareQuality = "0" -- Glare effect quality. Type: Integer. Range: [0, 2]. 0 - low quality, 1 - medium quality, 2 - high quality.
r_MotionnBlur = "0" -- Toggles the motion blur effect. Type: Integer. Range: [0, 1]. 0 - off, 1 - on.
r_ProcFlares = "0" -- Toggles procedural flares. Type: Integer. Range: [0, 1]. 0 - off, 1 - on.
r_Beams = "0" -- Toggles procedural beams effect. Type: Integer. Range: [0, 1]. 0 - off, 1 - on.
t_HeatHaze = "0" -- Toggles heat haze effect. Type: Integer. Range: [0, 1]. 0 - off, 1 - on.
r_ScopeLens_fx = "0" -- Toggles scope lens effect. Type: Integer. Range: [0, 1]. 0 - off, 1 - on.
es_EnableCloth = "0" -- Toggles whether cloth will be physicalized. Type: Integer. Range: [0, 1]. 0 - off, 1 - on.
Medium:
es_EnableCloth = "1" (0)
r_checkSunVis = "1" (0)
r_CoronaFade = "0.200000" (0.000000)
r_Coronas = "1" (0)
r_CryvisionType = "1" (2)
r_DisableSfx = "0" (1)
r_Flares = "1" (0)
r_GlareQuality = "1" (0)
r_ProcFlares = "1" (0)
High:
r_checkSunVis = "2" (1)
r_CoronaFade = "0.162500" (0.200000)
r_CryvisionType = "0" (1)
r_GlareQuality = "2" (1)
r_HeatHaze = "1" (0)
r_MotionBlur = "1" (0)
r_ScopeLens_fx = "1" (0)
Very High:
r_CoronaFade = "0.125000" (0.162500)
r_checkSunvis above 1 not supported on g4mx
ENVIRONMENT QUALITY
Low:
ca_EnableDecals = "0" -- Toggles decals on characters. Type: Integer. Range: [0, 1]. 0 - off, 1 - on.
e_decals = "0" -- Toggles decals. Type: Integer. Range: [0, 1]. 0 - off, 1 - on.
e_decals_life_time_scale = "0.500000" -- Scales lifetime of decals. Type: Double. Range: [0.5, oo).
r_EnvCMupdateInterval = "0.200000" -- Interval between environmental cube map texture updates. Type: Double. Range: [0.001, 1.0].
r_EnvTexResolution = "1" -- Resolution for target environment 2D texture. Type: Integer. Range: [0, 3]. 0 - 64 pixel, 1 - 128 pixel, 2 - 256 pixel, 3 - 512 pixel.
r_EnvTexUpdateInterval = "0.100000" -- Interval between enviornmental 2D texture updates. Type: Double. Range: [0.001, 1.0].
sys_skiponlowspec = "1" -- Avoids loading of expendable entites. Type: Integer. Range: [0, 1]. 0 - off, 1 - on.
Medium:
ca_EnableDecals = "1" (0)
e_decals = "1" (0)
e_decals_life_time_scale = "1.000000" (0.200000)
r_EnvCMupdateInterval = "0.150000" (0.200000)
r_EnvTexResolution = "2" (1)
r_EnvTexUpdateInterval = "0.075000" (0.100000)
sys_skiponlowspec = "0" (1)
High:
e_decals_life_time_scale = "2.000000" (2.000000)
e_EntitySuppressionLevel = "0" (2)
e_flocks = "1" (0)
e_obj_lod_ratio = "10.000000" (5.000000)
e_vegetation_min_size = "0.000000" (2.200000)
e_vegetation_sprites_distance_ratio = "1.000000" (0.900000)
r_EnvCMResolution = "2" (1)
r_EnvCMupdateInterval = "0.100000"
r_EnvTexResolution = "3" (2)
r_EnvTexUpdateInterval = "0.050000" (0.075000)
Very High:
e_cgf_load_lods = "0" (1)
e_decals_life_time_scale = "3.000000" (2.000000)
r_EnvTexUpdateInterval = "0.001000" (0.050000)
SHADOW QUALITY
Low:
e_stencil_shadows = "0"
Medium:
e_stencil_shadows = "1" (0)
High:
e_active_shadow_maps_receving = "1" (0)
r_ShadowBlur = "1" (0)
Very High:
e_active_shadow_maps_receving = "2" (1)
e_shadow_maps_view_dist_ratio = "20.000000" (15.000000)
r_ShadowBlur = "2" (1)
shadow maps und stencil shadows refuse to work on a g4mx
WATER QUALITY
Low:
e_beach = "0"
r_WaterReflections = "0"
r_WaterUpdateFactor = "0.020000"
Medium:
e_beach = "1" (0)
r_WaterReflections = "1" (0)
r_WaterUpdateFactor = "0.015000"
High:
r_WaterRefractions = "1" (0)
r_WaterUpdateFactor = "0.010000" (0.015000)
Very High:
r_WaterUpdateFactor = "0.010000" (0.010000)
Ultra High:
r_Quality_Reflection = "1" (0)
LIGHTNING QUALITY
Low:
ca_ambient_light_range = "0"
e_light_maps_quality = "0"
p_lightrange = "8"
r_Quality_BumpMapping = "0"
Medium:
ca_ambient_light_range = "10" (0)
e_light_maps_quality = "1" (0)
p_lightrange = "10" (8)
r_Quality_BumpMapping = "1" (0)
High:
cl_projectile_light = "1" (0)
cl_weapon_light = "1" (0)
e_light_maps_quality = "2" (1)
e_max_entity_lights = "3" (2)
p_lightrange = "15" (10)
r_Quality_BumpMapping = "2" (1)
r_Vegetation_PerpixelLight = "1" (0)
Very High:
cl_weapon_light = "2" (1)
e_max_entity_lights = "4" (3)
r_EnvLCMupdateInterval = "0.050000" (0.100000)
r_EnvLightCMSize = "16" (8)
r_Quality_BumpMapping = "3" (2)
Note:
All number between braquets * (Number) = represent the Default Values
Here is my system.cfg:
This means you wont be able to enjoy some effects even though your card supports them, if some other effect does not work because your hardware or the driver dont support it.
Additionally certain effects are consuming way more resources than others on some hardware, so to get high quality bump maps for exmaple, you will have to deal with other effects as well wich could mean quite an additional fps hit even though you might not care about those other effects at all and only want better bump mapping quality.
Crytek does NOT recommend tweaking the cfg file!
Before doing any thing... be sure to make a backup of your current system.cfg file in case the game crashes and defaults to default settings.
The system.cfg file wich holds all the quality settings can be found in /far cry/profiles/players and is named "your game profile"_system.cfg
Just open the file with some text editor of your choice
As i said already don't forget to backup the file!
This are the changes made to the cfg file when changing the quality settings in the game:
I made an additional note about what the original setting of all effects were before;
for example:
e_detail_texture_quality = "1" (0)
e_detail_texture_quality was set to "1" when increasing the texture quality in the game from low to medium. (0) marks the original value it was at before altering the quality, to make it easier to see if a higher or lower value results in better quality.
Low:
e_detail_texture_quality = "0" -- Quality of detail texturing. Type: Integer. Range: [0, 1]. 0 - use one single texture for entire level, 1 - use multiple textures per level.
r_DetailDistance = "0.000000" -- Distance used for per-pixel detail layer blending. Type: Double. Range: [0.0, 16.0].
r_DetailNumLayers = "0" -- The number of detail layers per surface. Type: Integer. Range: [0, 2].
r_DetailTextures = "0" -- Toggles detail texture overlays. Type: Integer. Range: [0, 1]. 0 - off, 1 - on.
r_TexBumpResolution = "2" -- Resolution of bump maps. Type: Integer. Range: [0, 2]. 0 - keep original resolution, 1 - halve original resolution, 2 - quarter of original resolution
r_TexResolution = "2" -- Texture resolution. Type: Integer. Range: [0, 2]. 0 - keep original resolution, 1 - halve original resolution, 2 - quarter of original resolution.
r_TexSkyResolution = "2" -- Resolution of sky dome textures. Type: Integer. Range: [0, 2]. 0 - keep original resolution, 1 - halve original resolution, 2 - quarter of original resolution.
Medium:
e_detail_texture_quality = "1" (0)
r_DetailDistance = "4.000000" (0.000000)
r_DetailNumLayers = "1" (0)
r_DetailTextures = "1" (0)
r_TexBumpResolution = "1" (2)
r_TexResolution = "1" (2)
r_TexSkyResolution = "1" (2)
High:
r_DetailDistance = "8.000000" (4.000000)
r_TexBumpResolution = "0" (1)
r_TexResolution = "0" (1)
r_TexSkyResolution = "0" (1)
Very High:
r_DetailDistance = "16.000000" (8.000000)
r_DetailNumLayers = "2"(1)
Low:
e_particles_lod = "0.500000" -- Adjusts level of detail for particles. Type: Double. Range: [0.5, 1.0].
e_particles_max_count = "512" -- The maximum number of particles. Type: Integer. Range: [0, oo).
Medium:
e_particles_lod = "0.750000" (0.500000)
e_particles_max_count = "2048" (512)
High:
e_particles_lod = "1.000000" (0.750000)
e_particles_max_count = "4096" (2048)
Very High:
e_particles_max_count = "8192" (4096)
Low:
es_EnableCloth = "0" -- Toggles whether cloth will be physicalized. Type: Integer. Range: [0, 1]. 0 - off, 1 - on.
r_checkSunVis = "0" -- Algorithm used for sun visibility checking and drawing. Type: Integer. Range: [0, 3]. 0 - off, 1 - simple visibility check by reading pixel from z buffer, 2 - slower but impressive method of blurring sun texture outwards, using the original visibility mask from the z buffer, 3 - checking of average visibility of the sun without blurring, using z buffer mask and bilinear filter to draw this as a single pixel.
r_CoronaFade = "0.000000" -- Time based fading factor of the coronas. Type: Double. Range: [0.0, 1.0].
r_Coronas = "0" -- Toggles coronas around light sources. Type: Integer. Range: [0, 1]. 0 - off, 1 - on.
r_CryvisionType = "2" -- Quality of CryVision effect. Type: Integer. Range: [0, 2]. 0 - high quality, 1 - medium quality, 2 - low quality.
r_DisableSfx = "1" -- Toggles special effects. Type: Integer. Range: [0, 1]. 0 - off, 1 - on.
r_Flares = "0" -- Toggles sunlight lens flare effect. Type: Integer. Range: [0, 1]. 0 - off, 1 - on.
r_Glare = "0" -- Toggles the glare effect. Type: Integer. Range: [0, oo). 0 - off, > 0 - on.
r_GlareQuality = "0" -- Glare effect quality. Type: Integer. Range: [0, 2]. 0 - low quality, 1 - medium quality, 2 - high quality.
r_MotionnBlur = "0" -- Toggles the motion blur effect. Type: Integer. Range: [0, 1]. 0 - off, 1 - on.
r_ProcFlares = "0" -- Toggles procedural flares. Type: Integer. Range: [0, 1]. 0 - off, 1 - on.
r_Beams = "0" -- Toggles procedural beams effect. Type: Integer. Range: [0, 1]. 0 - off, 1 - on.
t_HeatHaze = "0" -- Toggles heat haze effect. Type: Integer. Range: [0, 1]. 0 - off, 1 - on.
r_ScopeLens_fx = "0" -- Toggles scope lens effect. Type: Integer. Range: [0, 1]. 0 - off, 1 - on.
es_EnableCloth = "0" -- Toggles whether cloth will be physicalized. Type: Integer. Range: [0, 1]. 0 - off, 1 - on.
Medium:
es_EnableCloth = "1" (0)
r_checkSunVis = "1" (0)
r_CoronaFade = "0.200000" (0.000000)
r_Coronas = "1" (0)
r_CryvisionType = "1" (2)
r_DisableSfx = "0" (1)
r_Flares = "1" (0)
r_GlareQuality = "1" (0)
r_ProcFlares = "1" (0)
High:
r_checkSunVis = "2" (1)
r_CoronaFade = "0.162500" (0.200000)
r_CryvisionType = "0" (1)
r_GlareQuality = "2" (1)
r_HeatHaze = "1" (0)
r_MotionBlur = "1" (0)
r_ScopeLens_fx = "1" (0)
Very High:
r_CoronaFade = "0.125000" (0.162500)
r_checkSunvis above 1 not supported on g4mx
Low:
ca_EnableDecals = "0" -- Toggles decals on characters. Type: Integer. Range: [0, 1]. 0 - off, 1 - on.
e_decals = "0" -- Toggles decals. Type: Integer. Range: [0, 1]. 0 - off, 1 - on.
e_decals_life_time_scale = "0.500000" -- Scales lifetime of decals. Type: Double. Range: [0.5, oo).
r_EnvCMupdateInterval = "0.200000" -- Interval between environmental cube map texture updates. Type: Double. Range: [0.001, 1.0].
r_EnvTexResolution = "1" -- Resolution for target environment 2D texture. Type: Integer. Range: [0, 3]. 0 - 64 pixel, 1 - 128 pixel, 2 - 256 pixel, 3 - 512 pixel.
r_EnvTexUpdateInterval = "0.100000" -- Interval between enviornmental 2D texture updates. Type: Double. Range: [0.001, 1.0].
sys_skiponlowspec = "1" -- Avoids loading of expendable entites. Type: Integer. Range: [0, 1]. 0 - off, 1 - on.
Medium:
ca_EnableDecals = "1" (0)
e_decals = "1" (0)
e_decals_life_time_scale = "1.000000" (0.200000)
r_EnvCMupdateInterval = "0.150000" (0.200000)
r_EnvTexResolution = "2" (1)
r_EnvTexUpdateInterval = "0.075000" (0.100000)
sys_skiponlowspec = "0" (1)
High:
e_decals_life_time_scale = "2.000000" (2.000000)
e_EntitySuppressionLevel = "0" (2)
e_flocks = "1" (0)
e_obj_lod_ratio = "10.000000" (5.000000)
e_vegetation_min_size = "0.000000" (2.200000)
e_vegetation_sprites_distance_ratio = "1.000000" (0.900000)
r_EnvCMResolution = "2" (1)
r_EnvCMupdateInterval = "0.100000"
r_EnvTexResolution = "3" (2)
r_EnvTexUpdateInterval = "0.050000" (0.075000)
Very High:
e_cgf_load_lods = "0" (1)
e_decals_life_time_scale = "3.000000" (2.000000)
r_EnvTexUpdateInterval = "0.001000" (0.050000)
Low:
e_stencil_shadows = "0"
Medium:
e_stencil_shadows = "1" (0)
High:
e_active_shadow_maps_receving = "1" (0)
r_ShadowBlur = "1" (0)
Very High:
e_active_shadow_maps_receving = "2" (1)
e_shadow_maps_view_dist_ratio = "20.000000" (15.000000)
r_ShadowBlur = "2" (1)
shadow maps und stencil shadows refuse to work on a g4mx
Low:
e_beach = "0"
r_WaterReflections = "0"
r_WaterUpdateFactor = "0.020000"
Medium:
e_beach = "1" (0)
r_WaterReflections = "1" (0)
r_WaterUpdateFactor = "0.015000"
High:
r_WaterRefractions = "1" (0)
r_WaterUpdateFactor = "0.010000" (0.015000)
Very High:
r_WaterUpdateFactor = "0.010000" (0.010000)
Ultra High:
r_Quality_Reflection = "1" (0)
Low:
ca_ambient_light_range = "0"
e_light_maps_quality = "0"
p_lightrange = "8"
r_Quality_BumpMapping = "0"
Medium:
ca_ambient_light_range = "10" (0)
e_light_maps_quality = "1" (0)
p_lightrange = "10" (8)
r_Quality_BumpMapping = "1" (0)
High:
cl_projectile_light = "1" (0)
cl_weapon_light = "1" (0)
e_light_maps_quality = "2" (1)
e_max_entity_lights = "3" (2)
p_lightrange = "15" (10)
r_Quality_BumpMapping = "2" (1)
r_Vegetation_PerpixelLight = "1" (0)
Very High:
cl_weapon_light = "2" (1)
e_max_entity_lights = "4" (3)
r_EnvLCMupdateInterval = "0.050000" (0.100000)
r_EnvLightCMSize = "16" (8)
r_Quality_BumpMapping = "3" (2)
Note:
All number between braquets * (Number) = represent the Default Values
Here is my system.cfg:
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