Updated readme

This commit is contained in:
Robert Beckebans 2015-12-30 13:09:15 +01:00
parent ebc3f34650
commit 090fbf0030
2 changed files with 13 additions and 2 deletions

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- True 64 bit HDR lighting with adaptive tone mapping
The used Reinhard operator adds a bit more contrast to the game and gives it a harder look.
- Enhanced Subpixel Morphological Antialiasing
For more information see "Anti-Aliasing Methods in CryENGINE 3" and the docs at http://www.iryoku.com/smaa/
- Filmic post process effects like Technicolor color grading and film grain
- Additional ambient render pass to make the game less dark similar to the Quake 4 r_forceAmbient technique
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9) CONSOLE VARIABLES
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r_antiAliasing - Different Anti-Aliasing modes
r_useShadowMapping [0 or 1] - Use soft shadow mapping instead of hard stencil shadows
r_useHDR [0 or 1] - Use High Dynamic Range lighting with adaptive tone mapping

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TBD - RBDOOM-3-BFG 1.1.0
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- True 64 bit HDR lighting with adaptive tone mapping
- True 64 bit HDR lighting with adaptive filmic tone mapping
- Enhanced Subpixel Morphological Antialiasing
For more information see "Anti-Aliasing Methods in CryENGINE 3" and the docs at http://www.iryoku.com/smaa/
- Filmic post process effects like Technicolor color grading and film grain
@ -25,6 +28,9 @@ _______________________________
- Defaulted fs_resourceLoadPriority to 0 so it is not necessary anymore to specify when running a modification
- Additional ambient render pass to make the game less dark similar to the Quake 4 r_forceAmbient technique
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