#define help_r_ext_max_anisotropy \ "max. allowed anisotropy ratio\n" \ "For anisotropic filtering to be enabled, this needs to be 2 or higher.\n" \ S_COLOR_VAL " 2 " S_COLOR_HELP "= 8- 16 tap filtering\n" \ S_COLOR_VAL " 4 " S_COLOR_HELP "= 16- 32 tap filtering\n" \ S_COLOR_VAL " 8 " S_COLOR_HELP "= 32- 64 tap filtering\n" \ S_COLOR_VAL " 16 " S_COLOR_HELP "= 64-128 tap filtering" #define help_r_picmip \ "lowest allowed mip level\n" \ "Lower number means sharper textures." #define help_r_roundImagesDown \ "allows image downscaling before texture upload\n" \ "The maximum scale ratio is 2 on both the horizontal and vertical axis." #define help_r_mode \ "video mode to use with " S_COLOR_CVAR "r_fullscreen " S_COLOR_VAL "1\n" \ S_COLOR_VAL " 0 " S_COLOR_HELP "= No video mode change, desktop resolution\n" \ S_COLOR_VAL " 1 " S_COLOR_HELP "= No video mode change, custom resolution, custom upscaling\n" \ S_COLOR_VAL " 2 " S_COLOR_HELP "= Video mode change, custom resolution\n" \ "Custom resolution uses " S_COLOR_CVAR "r_width " S_COLOR_HELP "and " S_COLOR_CVAR "r_height" S_COLOR_HELP ".\n" \ "Custom upscaling uses " S_COLOR_CVAR "r_blitMode" S_COLOR_HELP "." #define help_r_blitMode \ "image upscaling mode for " S_COLOR_CVAR "r_mode " S_COLOR_VAL "1\n" \ "This will only be active with " S_COLOR_CVAR "r_fullscreen " S_COLOR_VAL "1 " S_COLOR_HELP "and " S_COLOR_CVAR "r_mode " S_COLOR_VAL "1" S_COLOR_HELP ".\n" \ S_COLOR_VAL " 0 " S_COLOR_HELP "= Aspect-ratio preserving upscale (black bars if necessary)\n" \ S_COLOR_VAL " 1 " S_COLOR_HELP "= No scaling, centered\n" \ S_COLOR_VAL " 2 " S_COLOR_HELP "= Full-screen stretching (no black bars)" #define help_r_subdivisions \ "tessellation step size for patch surfaces\n" \ "This sets the step size of a subdivision, *not* the number of subdivisions.\n" \ "In other words, lower values produce smoother curves." #define help_r_gamma \ "gamma correction factor\n" \ S_COLOR_HELP " <" S_COLOR_VAL "1 " S_COLOR_HELP "= Darker\n" \ S_COLOR_VAL " 1 " S_COLOR_HELP "= No change\n" \ S_COLOR_HELP " >" S_COLOR_VAL "1 " S_COLOR_HELP "= Brighter" #define help_r_lodbias \ "MD3 models LOD bias\n" \ "For all MD3 models, including player characters.\n" \ "A higher number means a higher quality loss. " S_COLOR_VAL "0 " S_COLOR_HELP "means no loss." #define help_r_fastsky \ "makes the sky and portals pure black\n" \ "Portal example: the bottom teleporter on q3dm7." #define help_r_noportals \ "disables rendering of portals\n" \ "Portal example: the bottom teleporter on q3dm7." #define help_r_lightmap \ "renders the lightmaps only\n" \ "Shaders with a lightmap stage will only draw the lightmap stage.\n" \ "This is mutually exclusive with " S_COLOR_CVAR "r_fullbright" S_COLOR_HELP "." #define help_r_fullbright \ "renders the diffuse textures only\n" \ "Shaders with a lightmap stage will not draw the lightmap stage.\n" \ "This is mutually exclusive with " S_COLOR_CVAR "r_lightmap" S_COLOR_HELP "." #define help_r_mipGenFilter \ "GPU mip-map filter\n" \ S_COLOR_VAL " L4 " S_COLOR_HELP "= Lanczos 4\n" \ S_COLOR_VAL " L3 " S_COLOR_HELP "= Lanczos 3\n" \ S_COLOR_VAL " BL " S_COLOR_HELP "= Bi-linear\n" \ S_COLOR_VAL " MN2 " S_COLOR_HELP "= Mitchell-Netravali 2 (B = 1/3, C = 1/3)\n" \ S_COLOR_VAL " BH4 " S_COLOR_HELP "= 3-term Blackman-Harris 4\n" \ S_COLOR_VAL " BH3 " S_COLOR_HELP "= 3-term Blackman-Harris 3\n" \ S_COLOR_VAL " BH2 " S_COLOR_HELP "= 3-term Blackman-Harris 2\n" \ S_COLOR_VAL " T2 " S_COLOR_HELP "= Tent 2 (1/3 2/3, same as the CPU version)\n" \ "The numbers specify the 'radius' of the window filters." #define help_r_mipGenGamma \ "GPU mip-map gamma\n" \ "Specifies the gamma space in which the textures are stored.\n" \ "This is only used by GPU-side mip-map generation (" S_COLOR_CVAR "r_gpuMipGen " S_COLOR_VAL "1" S_COLOR_HELP ").\n" \ "This should really be around " S_COLOR_VAL "2.4 " S_COLOR_HELP "(CRT screens),\n" \ "but defaults lower to not break the looks of some things\n" \ "(e.g. cpm3a's teleporter).\n" \ "While " S_COLOR_VAL "1.0 " S_COLOR_HELP "will match the game's original look,\n" \ "higher values will better preserve contrast." #define help_r_depthFade \ "enables depth fade rendering\n" \ "With it, surfaces like blood, smoke, etc don't 'cut' through geometry sharply." #define help_r_dither \ "enables dithering\n" \ "Introduces noise to fight color banding artifacts.\n" \ "The strength of the noise is controlled by " S_COLOR_CVAR "r_ditherStrength" S_COLOR_HELP "." #define help_r_ditherStrength \ "dithering noise strength\n" \ "The dithering on/off switch is " S_COLOR_CVAR "r_dither" S_COLOR_HELP "." #define help_r_transpSort \ "transparency sorting mode\n" \ S_COLOR_VAL " 0 " S_COLOR_HELP "= Sort dynamic transparent surfaces\n" \ S_COLOR_VAL " 1 " S_COLOR_HELP "= Sort all transparent surfaces\n" \ "The drawback of " S_COLOR_CVAR "r_transpSort " S_COLOR_VAL "1 " S_COLOR_HELP "is that gameplay legibility " \ "might suffer and results might look quite inconsistent based on the view angles and surface dimensions.\n" \ "Example: dropped items in the cpm18r acid with " S_COLOR_CVAR "cg_simpleItems " S_COLOR_VAL "1" #define help_r_rtColorFormat \ "render target color format\n" \ S_COLOR_VAL " 0 " S_COLOR_HELP "= R8G8B8A8\n" \ S_COLOR_VAL " 1 " S_COLOR_HELP "= R10G10B10A2\n" \ S_COLOR_VAL " 2 " S_COLOR_HELP "= R16G16B16A16" #define help_r_depthClamp \ "enables depth clamping\n" \ "Enable this if you want " S_COLOR_CVAR "cg_fov " S_COLOR_HELP "to be higher than " S_COLOR_VAL "130" S_COLOR_HELP ".\n" \ "Vertices don't get clipped against the near and far clip planes.\n" \ "It turns the view frustum into a pyramid and prevents any vertex between\n" \ "the near clip plane and the camera's position from getting clipped\n" \ "(but will still clip anything behind the camera),\n" \ "preventing solid objects too close to the camera from being see-through.\n" \ "Because depth values are clamped, improper depth ordering can occur." #define help_r_gpuPreference \ "sets the GPU selection preference\n" \ S_COLOR_VAL " 0 " S_COLOR_HELP "= High performance\n" \ S_COLOR_VAL " 1 " S_COLOR_HELP "= Low power\n" \ S_COLOR_VAL " 2 " S_COLOR_HELP "= None" #define help_r_colorMipLevels \ "colorizes textures based on their mip level" #define help_r_mapGreyscaleCTF \ "how desaturated CTF map surfaces look\n" \ "It applies to the red/blue color-coded surfaces of popular CTF/NTF maps." #define help_r_sleepThreshold \ "time cushion (in us) for frame sleep\n" \ "This is a trade-off between frame time consistency and CPU usage.\n" \ "Set to " S_COLOR_VAL "2000 " S_COLOR_HELP "if you have a struggling old/low-power CPU.\n" \ S_COLOR_VAL "2500 " S_COLOR_HELP "should be enough to deal with delayed thread wake-ups.\n" \ "Use the frame graph to confirm that higher values help on your system." #define help_r_shadingRate \ "variable-rate shading (VRS) mode\n" \ S_COLOR_VAL " 0 " S_COLOR_HELP "= 1x1 (VRS off)\n" \ S_COLOR_VAL " 1 " S_COLOR_HELP "= 2x1 (base mode)\n" \ S_COLOR_VAL " 2 " S_COLOR_HELP "= 1x2 (base mode)\n" \ S_COLOR_VAL " 3 " S_COLOR_HELP "= 2x2 (base mode)\n" \ S_COLOR_VAL " 4 " S_COLOR_HELP "= 4x2 (extended mode)\n" \ S_COLOR_VAL " 5 " S_COLOR_HELP "= 2x4 (extended mode)\n" \ S_COLOR_VAL " 6 " S_COLOR_HELP "= 4x4 (extended mode)\n" \ "The numbers are the horizontal and vertical subsampling factors.\n" \ "1x1 is forced for the sky, nopicmipped sprites (e.g. simple items)\n" \ "and nopicmipped alpha tested surfaces (e.g. grates).\n" \ "If extended modes are not supported, 2x2 is used instead.\n" \ "Prefer horizontal subsampling as many maps have textures\n" \ "with thin horizontal lines, which become an aliased mess when\n" \ "vertically subsampled." #define help_r_guiFont \ "font for CNQ3's GUI\n" \ S_COLOR_VAL " 0 " S_COLOR_HELP "= Proggy Clean (13px)\n" \ S_COLOR_VAL " 1 " S_COLOR_HELP "= Sweet16 Mono (16px)\n" \ S_COLOR_VAL " 2 " S_COLOR_HELP "= Custom Font\n" \ "Custom: " S_COLOR_CVAR "r_guiFontFile" S_COLOR_HELP ", " S_COLOR_CVAR "r_guiFontHeight" #define help_r_ignoreShaderSortKey \ "ignores the shader sort key of transparent surfaces\n" \ "Instead, it sorts by depth and original registration order only.\n" \ "You can use this as a work-around for broken maps like bones_fkd_b4." #define help_r_showtris_bitmask \ S_COLOR_VAL " 1 " S_COLOR_HELP "= Enables the feature\n" \ S_COLOR_VAL " 2 " S_COLOR_HELP "= Only draws for visible triangles\n" \ S_COLOR_VAL " 4 " S_COLOR_HELP "= Draws for backfacing triangles\n" \ S_COLOR_VAL " 8 " S_COLOR_HELP "= Uses the original vertex color\n" \ S_COLOR_VAL " 16 " S_COLOR_HELP "= Uses the original vertex alpha as vertex color" #define help_r_showtris \ "draws wireframe triangles\n" \ help_r_showtris_bitmask #define help_r_shownormals \ "draws vertex normals\n" \ help_r_showtris_bitmask #define help_r_smaa \ "enables SMAA\n" \ "SMAA is Enhanced Subpixel Morphological Antialiasing\n" \ S_COLOR_VAL " 0 " S_COLOR_HELP "= No SMAA\n" \ S_COLOR_VAL " 1 " S_COLOR_HELP "= Low quality\n" \ S_COLOR_VAL " 2 " S_COLOR_HELP "= Medium quality\n" \ S_COLOR_VAL " 3 " S_COLOR_HELP "= High quality\n" \ S_COLOR_VAL " 4 " S_COLOR_HELP "= Ultra quality"