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

By Voinz

Related Posts:

  • Sniper Ghost Warrior Contracts 2: How to Enable Borderless Window Mode
  • Sniper Ghost Warrior Contracts 2: Sniper Rifles Guide

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