r_forceAmbient can be saved and r_antiAliasing 1 is new default

This commit is contained in:
Robert Beckebans 2020-05-15 16:21:48 +02:00
parent 8c3179f313
commit 5b56ab3392

View file

@ -58,7 +58,7 @@ idCVar r_debugContext( "r_debugContext", "0", CVAR_RENDERER, "Enable various lev
idCVar r_glDriver( "r_glDriver", "", CVAR_RENDERER, "\"opengl32\", etc." );
idCVar r_skipIntelWorkarounds( "r_skipIntelWorkarounds", "0", CVAR_RENDERER | CVAR_BOOL, "skip workarounds for Intel driver bugs" );
// RB: disabled 16x MSAA
idCVar r_antiAliasing( "r_antiAliasing", "0", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_INTEGER, " 0 = None\n 1 = SMAA 1x\n 2 = MSAA 2x\n 3 = MSAA 4x\n 4 = MSAA 8x\n", 0, ANTI_ALIASING_MSAA_8X );
idCVar r_antiAliasing( "r_antiAliasing", "1", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_INTEGER, " 0 = None\n 1 = SMAA 1x\n 2 = MSAA 2x\n 3 = MSAA 4x\n 4 = MSAA 8x\n", 0, ANTI_ALIASING_MSAA_8X );
// RB end
idCVar r_vidMode( "r_vidMode", "0", CVAR_ARCHIVE | CVAR_RENDERER | CVAR_INTEGER, "fullscreen video mode number" );
idCVar r_displayRefresh( "r_displayRefresh", "0", CVAR_RENDERER | CVAR_INTEGER | CVAR_NOCHEAT, "optional display refresh rate option for vid mode", 0.0f, 240.0f );
@ -282,9 +282,9 @@ idCVar r_ldrContrastOffset( "r_ldrContrastOffset", "3", CVAR_RENDERER | CVAR_FLO
idCVar r_useFilmicPostProcessEffects( "r_useFilmicPostProcessEffects", "1", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_BOOL, "apply several post process effects to mimic a filmic look" );
#if defined( USE_VULKAN )
idCVar r_forceAmbient( "r_forceAmbient", "0.2", CVAR_RENDERER | CVAR_FLOAT, "render additional ambient pass to make the game less dark", 0.0f, 0.75f );
idCVar r_forceAmbient( "r_forceAmbient", "0.2", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_FLOAT, "render additional ambient pass to make the game less dark", 0.0f, 0.75f );
#else
idCVar r_forceAmbient( "r_forceAmbient", "0.2", CVAR_RENDERER | CVAR_FLOAT, "render additional ambient pass to make the game less dark", 0.0f, 0.75f );
idCVar r_forceAmbient( "r_forceAmbient", "0.2", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_FLOAT, "render additional ambient pass to make the game less dark", 0.0f, 0.75f );
#endif
idCVar r_useSSGI( "r_useSSGI", "0", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_BOOL, "use screen space global illumination and reflections" );