From 5b56ab3392dce8b61b5a54bac378e65fb0f0c2d6 Mon Sep 17 00:00:00 2001 From: Robert Beckebans Date: Fri, 15 May 2020 16:21:48 +0200 Subject: [PATCH] r_forceAmbient can be saved and r_antiAliasing 1 is new default --- neo/renderer/RenderSystem_init.cpp | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/neo/renderer/RenderSystem_init.cpp b/neo/renderer/RenderSystem_init.cpp index 6f65bffe..0628d645 100644 --- a/neo/renderer/RenderSystem_init.cpp +++ b/neo/renderer/RenderSystem_init.cpp @@ -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" );