diff --git a/RELEASE-NOTES.md b/RELEASE-NOTES.md
index 3d846090..fe7c48a5 100644
--- a/RELEASE-NOTES.md
+++ b/RELEASE-NOTES.md
@@ -112,20 +112,22 @@ The default irradiance / radiance data gives the entire game a warmer look and i
### Some Examples of Indirect Lighting
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Left: No extra ambient pass. Ambient is pure black like in original Doom 3. Right: Extra ambient pass with r_forceAmbient 0.5 using local environment probe for irradiance and radiance lighting.
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Some examples that show additional environment lighting on all assets.
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## PBR Texture format
diff --git a/neo/renderer/RenderSystem_init.cpp b/neo/renderer/RenderSystem_init.cpp
index cc50ddf2..69fab2c2 100644
--- a/neo/renderer/RenderSystem_init.cpp
+++ b/neo/renderer/RenderSystem_init.cpp
@@ -311,7 +311,8 @@ idCVar r_ssaoDebug( "r_ssaoDebug", "0", CVAR_RENDERER | CVAR_INTEGER, "" );
idCVar r_ssaoFiltering( "r_ssaoFiltering", "0", CVAR_RENDERER | CVAR_BOOL, "" );
idCVar r_useHierarchicalDepthBuffer( "r_useHierarchicalDepthBuffer", "1", CVAR_RENDERER | CVAR_BOOL, "" );
-idCVar r_usePBR( "r_usePBR", "1", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_BOOL, "use PBR and Image Based Lighting instead of old Quake 4 style ambient lighting" );
+// RB: only change r_usePBR if you are a developer
+idCVar r_usePBR( "r_usePBR", "1", CVAR_RENDERER | CVAR_ROM | CVAR_STATIC | CVAR_BOOL, "use PBR and Image Based Lighting instead of old Quake 4 style ambient lighting" );
idCVar r_pbrDebug( "r_pbrDebug", "0", CVAR_RENDERER | CVAR_INTEGER, "show which materials have PBR support (green = PBR, red = oldschool D3)" );
idCVar r_showViewEnvprobes( "r_showViewEnvprobes", "0", CVAR_RENDERER | CVAR_INTEGER, "1 = displays the bounding boxes of all view environment probes, 2 = show irradiance" );
idCVar r_showLightGrid( "r_showLightGrid", "0", CVAR_RENDERER | CVAR_INTEGER, "show Quake 3 style light grid points" );
diff --git a/neo/renderer/RenderWorld_envprobes.cpp b/neo/renderer/RenderWorld_envprobes.cpp
index 76fabde0..b8747e28 100644
--- a/neo/renderer/RenderWorld_envprobes.cpp
+++ b/neo/renderer/RenderWorld_envprobes.cpp
@@ -1090,7 +1090,7 @@ CONSOLE_COMMAND( bakeEnvironmentProbes, "Bake environment probes", NULL )
r_useParallelAddShadows.SetBool( true );
r_useParallelAddLights.SetBool( true );
- common->Printf( "captured environemt probes %5.1f seconds\n\n", ( end - start ) * 0.001f );
+ common->Printf( "captured environment probes %5.1f seconds\n\n", ( end - start ) * 0.001f );
if( useThreads )
{