В "system.cfg" пропишите sys_spec=4
Далее создайте в той же директории что и system.cfg другой cfg файл "veryhighspec.cfg"
В нем вставте следующее:
;//Force Defined Resolution & Enable VSync//
r_width=1024
r_height=768
r_VSync=1
;//Multi GPU & Multi Threading Settings//
r_MultiGPU=0 ; 0: Disable
; 1: Enable if 2 GPUs present (SLI/CF)
r_MultiThreaded=2 ; 0: Disable
; 1: Force Enable
; 2: Auto
;//Force VeryHigh Spec//
sys_spec_full=4
sys_spec_Quality=4
sys_spec_ObjectDetail=4
sys_spec_Shading=4
sys_spec_VolumetricEffects=4
sys_spec_Shadows=4
sys_spec_Texture=4
sys_spec_Physics=4
sys_spec_PostProcessing=4
sys_spec_Particles=4
sys_spec_Sound=4
sys_spec_Water=4
sys_spec_GameEffects=4
e_ObjQuality=4
q_quality=3
q_ShaderGeneral=3
q_ShaderMetal=3
q_ShaderGlass=3
q_ShaderVegetation=3
q_ShaderIce=3
q_ShaderTerrain=3
q_ShaderShadow=3
q_ShaderWater=3
q_ShaderFx=3
q_ShaderPostProcess=3
q_ShaderHDR=3
q_ShaderSky=3
q_Renderer=3
;//Anisotropic Level Settings//
r_TexMaxAnisotropy=8
r_AnisoMax=8
r_AnisoMin=8
;//Precache, Shader & Threading Tweaks//
sys_preload=1 ; Preload Game Resources
ds_PrecacheSounds=1
e_PrecacheLevel=1
e_PrepareDeformableObjectsAtLoadTime=1
r_ShadersAsyncCompiling=3 ; 0: off , 1: on, shaders compiled in parallel, missing shaders rendered in yellow
; 2: on, shaders compiled in parallel, missing shaders not rendered
; 3: on, shaders compiled in parallel and precached
r_ShadersAsyncMaxThreads=4
r_ShadersUseInstanceLookUpTable=1
r_ShadersPreactivate=1
e_AutoPrecacheTexturesAndShaders=1
e_AutoPrecacheTerrainAndProcVeget=1
e_AutoPrecacheCgf=1 ; Auto precache CGF render meshes. 1: precache all mehes around camera,
; 2: precache only important ones (2x faster)
;//Enable HW geometry instancing/Fur rendering/Motion Blur merged with DOF//
r_GeomInstancing=1
r_Fur=1
r_UseMergedPosts=3 ; 1: fastest mode (half res rendering)
; 2: full res rendering mode
; 3: quality mode, hdr + fullres
;//Animation Tweaks//
pl_pickAndThrow.delayPlayerAnimations=0
ac_animErrorClamp=0
ac_clampTimeAnimation=0
ac_clampTimeEntity=0
ag_forceInsideErrorDisc=0
ca_UseAnimationsCache=1
ca_AnimWarningLevel=0
ca_disable_thread=0
;//View Distance & Ragdoll Settings//
e_LodRatio=20
e_LodMin=0
e_LodMax=0
e_ViewDistRatio=150
e_ViewDistMin=70
g_corpseMinTime=70
g_corpseUnseenTime=10
g_corpseMinDistance=80
;//Texture & Streaming Settings//
e_TerrainTextureStreamingPoolItemsNum=64
e_VoxTerInGameTextureStreaming=1
g_hitDeathReactions_streaming=2
r_TexturesStreaming=0
r_TexturesStreamingMaxRequestedJobs=512
r_TexturesStreamingMaxRequestedMB=8
r_TexturesStreamingResidencyEnabled=1
r_TexturesStreamingResidencyThrottle=1
r_TextureLodDistanceRatio=0
s_FileAccess=0
sys_budget_streamingthroughput=65536
sys_budget_numdrawcalls=9000
sys_budget_soundchannels=64
sys_budget_sysmem=4096
sys_budget_videomem=896
sys_enable_budgetmonitoring=0
;//ShadowGen & Physics Settings//
e_ShadowsResScale=3.9 ; Default (2.5), increasing improves shadow clarity casted by some objects
;NOTE: Setting e_ShadowsResScale any higher will cause a lockup on the Hive map!
e_ShadowsSlopeBias=0 ; Default (4), ShadowGen slope bias.
; When set to 0, all casted shadows are rendered properly *Removes shadow artifacting*
e_ShadowsOnWater=1
g_breakage_particles_limit=200
e_ObjectLayersActivationPhysics=1 ; Allow creation of free physics for objects
;//Color Correction preset for Global Illumination//
r_HDRTexFormat=1 ; 0:low precision/faster
; 1:high precision
r_HDRForceUpdateTextures=1
r_HDRBrightLevel=0.65
r_HDRBrightOffset=15
r_HDRBrightThreshold=1
r_HDRLevel=5
r_HDROffset=8
r_EyeAdaptationBase=0.18
r_EyeAdaptationFactor=0.75
r_EyeAdaptationSpeed=1
;//Global Illumination preset for Color Correction//
e_giamount=0.45
e_giblendratio=0
e_gicache=30
e_gicascadesratio=4
e_giglossyreflections=1
e_giiterations=20
e_gimaxdistance=850
e_ginumcascades=5
e_gioffset=0
e_girsmsize=64
e_gisecondaryocclusion=1
;//Depth of Field Settings//
r_DepthOfField=2 ; 1: SimpleDOF, 2: HDR TOD-DOF
r_DepthOfFieldBokeh=1 ; 0: Isotropic
; 1: Spherical
r_DepthOfFieldBokehQuality=1 ; 0: 32 samples
; 1: 64 samples
r_DepthOfFieldStencilPrepass=1 ; Enables DOF stencil prepass
;//Reflection Quality & Caustics Settings//
r_WaterReflectionsQuality=3 ; 0: terrain only
; 1: terrain + particles
; 2: terrain + particles + bushes
; 3: everything
r_ReflectionsQuality=3 ; 0: terrain only
; 1: terrain + particles
; 2: terrain + particles + bushes
; 3: everything
r_WaterCausticsDeferred=2 ; 0: off
; 1: enable
; 2: enable with stencil pre-pass
r_WaterCausticsDistance=200
;//Decal Settings//
ca_UseDecals=1 ; 1: Enable Character Decals
; 2: alternative method of calculating decals
e_DecalsHitCache=0 ; 1: Enable smart hit cache for bullet hits (some decals may not show)
e_DecalsOverlapping=1
e_DecalsLifeTimeScale=350
e_DecalsNeighborMaxLifeTime=350 ; new decals force old decals to fade in ? seconds
e_DecalsRange=150
e_DecalsForceDeferred=1
r_DeferredDecals=3
;//Audio Settings//
s_SpeakerConfig=2
s_FormatType=3
s_PrecacheData=1
s_MusicStreaming=2
;//Misc//
e_VegetationBending=2 ; Enables moving trees