256k escribió:Bueno, creo que visto lo visto, los de 360 que tanto decian que era superior a la de PS3, deben una disculpa, no hay tantas diferencias, es mas, para ps3 incluso para mejor en ciertas ocasiones, sobretodo en carga
Las versiones son prácticamente idénticas, no se si en Crytek habrán cambiado algún punto de la configuración, pero cuando se filtro la Beta de PC dentro estaban las configuraciones PS3 y XBOX 360, y lo dicho, eran prácticamente idénticas, la XBOX 360 tenía algún valor superior en determinadas cosas, pero no creo que se note mucho
Buscare a ver si puedo encontrar las configuraciones que digo
Edito: Vale, lo he encontrado aquí
http://www.incrysis.com/forums/viewtopic.php?id=32336Configuración de PS3
;////////////////////////////////////////
;// Disabled untill RSX allocations resolved
sys_pakLoadCache=0
sys_pakStreamCache=0
;////////////////////////////////////////
sys_streaming_memory_budget = 2
//disabled due to devtrackID 7445
e_VegetationSprites = 0
e_VegetationSpritesDistanceRatio=0.95
r_VegetationSpritesTexRes = 128
e_LodRatio=5
r_PS3ConstBufferAdjustment=128
e_PhysMinCellSize = 4
r_multithreaded = 1
r_VSync = 1
sys_maxfps = 30
i_forcefeedback = 1
i_lowFreqMotorScale = 0.4
i_digitalMotorActivationScale = 0.4
i_motorDeadZone = 0.25
e_GsmCache = 1
e_GsmRange = 4
e_GsmRangeStep = 4.5
e_GsmLodsNum = 3
e_CoverageBufferResolution = 128
e_CoverageBufferVersion = 3
r_ConditionalRendering = 2
sys_physics_CPU = 1
spu_enable = 1
r_UseGSParticles = 0
e_OcclusionCullingViewDistRatio = 1.0
r_deferredshadingstencilprepass = 1
r_ShadowsDepthBoundNV = 1
r_UseShadowsPool = 1
r_DeferredShadingDepthBoundsTest = 1
e_WaterTesselationAmount = 6
spu_flipmode = 1
r_PS3HalfResRendering = 1
s_VariationLimiter = 0.3 -- FOR SUBMISSIONS TO EA QA, WILL BE ADJUSTED OVER TIME!!
s_Obstruction = 1
s_ObstructionAccuracy = 1
s_ObstructionUpdate = 0.5
s_SoundMoodsDSP=1
s_ReverbType=2
e_ProfileLevelLoading=0
p_async_rwi_use_spu = 1
p_max_spu_rwi_cells = 5
g_no_secondary_breaking = 1
g_tree_cut_reuse_dist = 1
g_breakage_mem_limit = 2000
es_maxphysdistcloth=300
r_FogDepthTest = 0 // with HDR enabled on PS3 we merge Fog pass with HDR decode pass - so we cannot have this nice optimization anymore
r_Refraction = 2 // enable reads from destination render targets - avoid copies
r_texturesstreampoolsize=60
r_MeshPoolSize = 2048
r_MeshVolatilePoolSize = 768
r_Height = 704
e_DecalsMerge=0
e_coveragebufferaccurateobbtest = 0
e_shadowsocclusionculling = 0
e_coveragebufferbias=3
e_AutoPrecacheCgfMaxTasks=2
e_DecalsMaxUpdatesPerFrame=2 // limit number of static decal mesh updates per frame
ps3_virt_mem_sys_size_kb=3072
ps3_virt_mem_rsx_size_kb=20470
net_psnForceServer=1
Configuración de Xbox 360
r_multithreaded=2
e_LodRatio=5
e_CoverageBufferResolution=128
e_lodmin = 0
e_streamcgfpoolsize = 24
r_TexturesStreamPoolSize = 90
s_VariationLimiter = 0.3 -- FOR SUBMISSIONS TO EA QA, WILL BE ADJUSTED OVER TIME!!
s_Obstruction = 1
s_ObstructionAccuracy = 1
s_ObstructionUpdate = 0.5
s_SoundMoodsDSP=1
s_ReverbType=0
p_num_threads=2
d3d9_pip_buff_size = 24
g_breakage_mem_limit = 5000
r_DeferredShadingSortLights=0
r_VSync = 2
sys_maxfps = 30
d3d9_rb_verts=32768
d3d9_rb_Tris=65536
e_particlesThread=4
sys_streaming_cpu=1
sys_physics_CPU=5