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How to make an autoexec for crysis
How to make an autoexec for crysis







how to make an autoexec for crysis

Static: Particles tagged for collisions will interact with static objects.ĭynamic: As with Static, but dynamic objects also.Įnables or disables motion blur effect on fast moving particles.ĭefault Value: Off (Low/Medium/High), On (Very High)įorces all possible particles to use soft intersections with geometry – increases the cost but will all but eliminate hard edges on particles.Įnables or disables DX11 ALL tessellation. Set mouse max mouse delta when using acceleration.Ĭontrols what objects particles will collide with.ĭefault Value: Static (Low/Medium), Dynamic (High/Very High) Set mouse acceleration, 0.0 means no acceleration. (1.0 = very very smooth, 30 = almost instant) Set mouse smoothing value, also if 0 (disabled) there will be a simple average between the old and the actual input.

how to make an autoexec for crysis

Limits the frame rate to specified number. on loading a save.Ĭontrols the volume of Music, in the range from 0.0 to 1.0.Ĭontrols the volume of SFX, in the range from 0.0 to 1.0.Ĭontrols the volume of Dialog, in the range from 0.0 to 1.0. NOTE: This feature is not fully supported, and this cvar value might need to be reset in game, e.g. Suitable for screenshots or very immersive play. If this cvar is true the HUD will be hidden from view completely. NOTE: before this multiplier is applied, the HUD clamps itself to a 16:9 res. Multiplies the width of the HUD’s virtual canvas in cases where it may overlap monitor boundaries in multi-monitor setups. Pl_movement.power_sprint_targetFOV – The field of view while power sprintingĬontrols the amount of bob hud which is applied. R_DrawNearFOV – the field of view for nearby objects (held weapon, etc) This controls several individual FOV controls That you can tweak manually if you prefer:









How to make an autoexec for crysis