Sniper Ghost Warrior Contracts 2 – Best Graphics Setting for Best Performance

Sniper Ghost Warrior Contracts 2 – Best Graphics Setting for Best Performance 1 - steamlists.com
Sniper Ghost Warrior Contracts 2 – Best Graphics Setting for Best Performance 1 - steamlists.com
Improved Graphical Fidelity Settings for Sniper Ghost Warrior Contracts 2.

This guide will alter settings in an Autoexec.cfg file in order to achieve better graphical fidelity in the game.

I created a settings for SGW 3 and Sniper Ghost Warrior Contracts 1, and am now including the same settings for Sniper Ghost Warrior Contracts 2.

These settings will require appropriate PC hardware in order to achieve the intended results. Therefore, it is recommended that your system requirements meet the Recommended System Requirements for the game.

These settings will push your GPU to the limit, but will result in a better, sharper image.

 
 

Autoexec.cfg Contents

 
Copy and paste the following into an autoexec.cfg in the game main folder. 
 
Once copy and pasted, save the file, and change its properties to “read only”. 
 
Launch the game, and watch your GPU melt. 
 

sys_spec = 4 
sys_spec_ObjectDetail = 4 
sys_spec_Full = 4 
sys_spec_GameEffects = 4 
sys_spec_MotionBlur = 4 
sys_spec_ObjectDetail = 4 
sys_spec_Particles = 4 
sys_spec_Physics = 4 
sys_spec_PostProcessing = 4 
sys_spec_Shading = 4 
sys_spec_Shadows = 4 
sys_spec_Sound = 4 
sys_spec_Texture = 4 
sys_spec_TextureResolution = 4 
sys_spec_VolumetricEffects = 4 
sys_spec_Quality = 4 
sys_spec_Water = 4 
sys_spec_light = 4 
sys_spec_RayTracing = 4 
 
;Lights and Global Illumination 
e_DynamicLights = 1 
e_StatObjTestOBB = 1 
e_GI = 1 
e_GIAmount = 0.6 
e_GIMaxDistance = 100 
e_GIIterations = 32 
e_GINumCascades = 1 
e_LightVolumes = 1 
e_GIGlossyReflections = 1 
e_GIMaxDistance = 150 
e_GIRSMSize = 512 
e_GISecondaryOcclusion = 1 
e_Gsm_Cache = 1 
r_Beams = 1 
r_BeamsDistFactor = 0.01 
r_BeamsHelpers = 1 
r_BeamsMaxSlices = 200 
 
;Clouds 
e_Clouds = 1 
r_CloudsUpdateAlways = 1 
e_ShadowsClouds = 1 
e_SkyType = 1 
e_SkyUpdateRate = 100 
e_SkyQuality = 1 
e_SkyBox = 1 
e_Sun = 1 
r_SunShafts = 2 
e_TimeOfDaySpeed = 0.1 
 
;Color 
r_ColorBits = 32 
r_DetailDistance = 20 
r_DetailNumLayers = 2 
r_DepthBits = 32 
r_ColorGrading = 1 
r_ColorGradingDof = 1 
r_ColorGradingFilters = 1 
r_ColorGradingLevels = 1 
r_ColorGradingSelectiveColor = 1 
r_CloakHeatScale = 0.25 
r_CloakLightScale = 0.25 
 
;Textures 
r_TexAnisotropy = 16 
r_TexMaxAnisotropy = 16 
r_TexMinAnisotropy = 16 
r_TexSkyResolution = 2 
r_TexturesStreamingMipBias = -4 
r_TexturesStreamPoolSize = 3072 
r_DynTexAtlasCloudsMaxSize = 32 
r_DynTexAtlasSpritesMaxSize = 32 
r_DynTexMaxSize = 80 
r_EnvCMResolution = 2 
r_EnvTexResolution = 
r_TexNoAnisoAlphaTest = 0 
r_texturesHighResMips = 2 
 
;Fog 
e_Fog = 1 
r_FogShadows = 1 
r_FogShadowsWater = 2 
r_FogDepthTest = 0 
 
;Foliage, Vegetation and Terrain 
e_ViewDistRatioDetail = 125 
e_ViewDistRatio = 125 
e_ViewDistRatioVegetation = 125 
e_ViewDistMin = 10 
e_ViewDistRatioLights = 75 
e_TerrainOcclusionCullingVersion = 1 
e_PhysFoliage = 2 
r_VegetationSpritesTexRes = 64 
e_VegetationAlphaBlend = 1 
e_LodRatio = 40 
 
;Lights and Global Illumination 
e_DynamicLights = 1 
e_GIGlossyReflections = 1 
r_FlareHqShafts = 1 
r_Beams = 1 
r_BeamsDistFactor = 0.01 
r_BeamsHelpers = 1 
r_BeamsMaxSlices = 200 
r_BeamsSoftClip = 0 
r_Glow = 1 
r_FlareHqShafts = 1 
r_Flares = 1 
r_FlaresChromaShift = 6 
r_FlaresTessellationRatio = 1 
r_FlaresIrisShaftMaxPolyNum = 0 
r_LightPropagationVolumes = 1 
r_DeferredShadingLights = 1 
r_DeferredShadingSortLights = 1 
r_DeferredShadingSSS = 1 
r_DeferredShadingTiledHairQuality = 2 
 
;Anti Aliasing 
r_MSAA = 1 
r_MSAA_quality = 16 
r_MSAA_samples = 16 
r_PostMSAA = 1 
r_PostMSAAMode = 2 
r_AntialiasingMode = 3 
r_AntialiasingTAAMode = 4 
r_AntialiasingTAAPattern = 4 
r_AntialiasingTSAAMipBias = -3 
r_AntialiasingTSAASubpixelDetection = 1 
r_AntialiasingTSAASmoothness = 0.15 
r_AntialiasingTAASharpening = 1 
r_AntialiasingModeSCull = 1 
r_AntialiasingTAAFalloffHiFreq = 0.5 
r_AntialiasingTAAFalloffLowFreq = 0.3 
r_AntialiasingTAAPattern = 2 
r_UseEdgeAA = 2 
r_StencilBits = 8 
r_AntialiasingSMAAThreshold = 0.1 
 
;Shaders 
r_ShadersDX11 = 1 
r_Reflections = 1 
q_Quality = 3 
q_ShaderFX = 3 
q_Renderer = 3 
q_ShaderGeneral = 3 
q_ShaderGlass = 3 
q_ShaderIce = 3 
q_ShaderMetal = 3 
q_ShaderPostProcess = 3 
q_ShaderSky = 3 
q_ShaderShadow = 3 
q_ShaderTerrain = 3 
q_ShaderVegetation = 3 
q_ShaderWater = 3 
q_ShaderHDR = 3 
r_TranspDepthFixup = 1 
 
;PostProcessing 
r_PostProcessEffectsFilters = 1 
r_PostProcessEffects = 1 
r_PostProcessFilters = 1 
r_PostProcessEffectsGameFx = 1 
r_PostProcessGameFx = 1 
r_PostProcessHUD3D = 1 
r_PostProcessHUD3DCache = 1 
 
;Lighting 
r_silhouettePOM = 1 
r_UsePOM = 1 
 
;Sun 
r_SunShafts = 2 
r_CoronaFade = 0.5 
r_Coronas = 1 
r_CoronaSizeScale = 1 
r_CoronaColorScale = 1 
r_ColorGradingSelectiveColor = 1 
e_Sun = 1 
 
;Rain 
r_RainDropsEffect = 1 
r_Rain = 2 
r_RainMaxViewDist = 100 
r_RainMaxViewDist_Deferred = 200 
r_RainGBuffer = 1 
r_RainOccluderSizeTreshold 
 
r_ChromaticAberration = 1.5 
r_Supersampling = 1.99 
r_SupersamplingFilter = 1 
r_Sharpening = 5 
r_ssdo = 2 
r_SSReflections = 3 
r_Refraction = 1 
r_ssdoAmbientAmount = 1 
r_ssdoAmountDirect = 1.5 
r_ssdoAmountReflection = 1.5 
r_ssdoRadius = 0.3 
r_ssdoRadiusMax = 2 
r_ssdoRadiusMin = 0.1 
 
e_Shadows = 1 
e_ObjShadowCastSpec = 4 
e_shadows_debug = 0 
e_shadows_from_terrain_in_all_lods = 1 
e_shadows_frustums = 0 
e_shadows_max_texture_size = 4096 
e_shadows_occ_check = 0 
e_shadows_slope_bias = -4 
e_ShadowsBlendCascades = 1 
e_ShadowsCastViewDistRatio = 20 
e_ShadowsCastViewDistRatioLights = 0.5 
e_shadowsclouds = 1 
e_ShadowsConstBiasHQ = 1 
e_ShadowsLodBiasFixed = 1 
e_ShadowsLodBiasInvis = 3 
e_ShadowsMasksLimit = 2 
e_ShadowsMaxTexRes = 4096 
e_ShadowsOcclusionCulling = 1 
e_ShadowsOnAlphaBlend = 1 
e_ShadowsOnWater = 1 
e_ShadowsPoolSize = 4096 
e_ShadowsResScale = 40 
e_ShadowsStaticMapUpdate = 2 
e_ShadowsTessellateCascades = 1 
e_ShadowsTessellateDLights = 1 
e_ShadowsUpdateViewDistRatio = 256 
e_volobj_shadow_strength = 0.5 
r_DrawNearShadows = 1 
r_DrawNearZRange = 1 
r_FogShadows = 2 
r_FogShadowsWater = 1 
r_ShadowBlur = 3 
r_ShadowBluriness = 1 
r_ShadowGen = 1 
r_ShadowGenGS = 1 
r_ShadowGenMode = 1 
r_ShadowJittering = 2.5 
r_ShadowPass = 1 
r_ShadowPoolMaxFrames = 0 
r_ShadowPoolMaxTimeslicedUpdatesPerFrame = 100 
r_ShadowsAdaptionMin = 0.35 
r_ShadowsAdaptoinSize = 5 
r_ShadowsBias = 1 
r_ShadowsCache = 4 
r_ShadowsCacheResolutions = 6324 
r_ShadowsDeferredMode = 1 
r_ShadowsDepthBoundN = 1 
r_ShadowsForwardPass = 0 
r_ShadowsGridAligned = 1 
r_ShadowsMaskDownScale = 0 
r_ShadowsMaskResolution = 8192 
r_ShadowsNearestMapResolution = 8192 
r_ShadowsOfflineCacheQuality = 2 
r_ShadowsParticleNormalEffect = 1 
r_ShadowsPCFiltering = 1 
r_ShadowsSlopeScaleBias = 1.8 
r_ShadowsStaticMapResolution = 8192 
r_ShadowsStencilPrePass = 1 
r_ShadowsUseClipVolume = 1 
r_ShadowTexFormat = 0 
r_UseShadowsPool = 1 
r_VarianceShadowMapBlurAmount = 1 
 
;MotionBlur 
r_MotionBlurMaxViewDist = 32 
r_MotionBlurQuality = 2 
r_MotionBlurShutterSpeed = 125 
r_PostProcessHUD3DCache = 0 
 
;Depth of Field 
r_DepthOfField = 2 
r_DepthOfFieldDilation = 0 
r_DepthOfFieldBokeh = 1 
r_DepthOfFieldBokehQuality = 1 
r_DrawNearFoV = 60 
r_DrawNearZRange = 0.1 
cl_fov = 70 
 
r_overrideRefreshRate = 60 
ti_UseApiBackedRaytracing = 1 
r_MultiThreaded = 1 
e_StreamCgfPoolSize = 2048 
e_Wind = 1 
sys_budget_sysmem = 16384 
sys_streaming_CPU = 6 
sys_budget_videomem = 6144 
r_ShadersDX11 = 1

 
Sniper Ghost Warrior Contracts 2 - Best Graphics Setting for Best Performance 
 
Sniper Ghost Warrior Contracts 2 - Best Graphics Setting for Best Performance 
 
Sniper Ghost Warrior Contracts 2 - Best Graphics Setting for Best Performance 
 
Sniper Ghost Warrior Contracts 2 - Best Graphics Setting for Best Performance 
 

Written by Voinz

I hope you enjoy the Guide we share about Sniper Ghost Warrior Contracts 2 – Best Graphics Setting for Best Performance; if you think we forget to add or we should add more information, please let us know via commenting below! See you soon!
 
 
 
 


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