diff --git a/README.txt b/README.txt index 015011ed..b63880ac 100644 --- a/README.txt +++ b/README.txt @@ -309,15 +309,20 @@ __________________________________________ - 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 + ___________________________________________________ 9) CONSOLE VARIABLES __________________________________________ +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 diff --git a/RELEASE-NOTES.txt b/RELEASE-NOTES.txt index ce3116dd..86d53206 100644 --- a/RELEASE-NOTES.txt +++ b/RELEASE-NOTES.txt @@ -17,7 +17,10 @@ _______________________________________ TBD - RBDOOM-3-BFG 1.1.0 _______________________________ -- 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 + + _______________________________________