mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-10 07:11:41 +00:00
OK, this cleans up things a tad. glspeed.cfg is now known forevermore as
glspeed-v3.cfg. Cleared up a misleading comment about r_dynamic, found out 0.5.0 quakeforge does weird things with gl_lightmode (see comment) and added benchmarking information to the beginning of the files.
This commit is contained in:
parent
c4680099c7
commit
fa31c6e4f7
2 changed files with 19 additions and 8 deletions
|
@ -1,3 +1,7 @@
|
|||
// Currently using qw-client-glx -zone 1024 -mem 32 +set gl_max_size 256 +set vid_fullscreen 1 +_windowed_mouse 1 +set vid_width 640 +set vid_height 480 +cl_parsesay 1 +show_time 2 +cl_nostatpred 0 +exec glspeed-v1.cfg +set snd_interp 0 +timedemo overkill
|
||||
// And these settings I get
|
||||
// 1382 frames 44.9 seconds 30.8 fps
|
||||
// on my Voodoo 3 2000 pci
|
||||
// Draw the weapon model. Turn off to gain 2 fps
|
||||
r_drawviewmodel "1"
|
||||
// smooth vertex lights. Older cards set to 0 for a speedup.
|
||||
|
@ -13,8 +17,9 @@ gl_keeptjunctions "0"
|
|||
// How blurry is the player model? 2 makes them still identifyable, but speeds
|
||||
// it up enough to be noticable. 4 is highest setting, 0 is default.
|
||||
gl_playermip "2"
|
||||
// Set to 0 to turn off most lighting. An enourmous speed increase if you can
|
||||
// bear it
|
||||
// Set to 0 to turn off most lighting. Generally you *can* leave this on
|
||||
// with gl_dlight_polyblend set to 1 and gl_dlight_lightmap set to 0 and get
|
||||
// absolutely NO hit in speed.
|
||||
r_dynamic "1"
|
||||
// Turn on freaky bubble lighting. Really really fast, use this with r_dynamic
|
||||
// 1 and gl_dlight_lightmap 0 so you can see static lights on the map
|
||||
|
@ -50,8 +55,8 @@ gl_conspin "0"
|
|||
gl_conalpha "0.6"
|
||||
// Slide the console or stretch it.
|
||||
gl_constretch "0"
|
||||
// Lighting mode, 0 glquake style, 1 new style. Setting 0 is 1 fps faster.
|
||||
gl_lightmode "0"
|
||||
// Lighting mode, 0 glquake style, 1 new style. Setting 1 is 0.2 fps faster.
|
||||
gl_lightmode "1"
|
||||
// Sets the division value for the sky brushes. Higher is faster, generally.
|
||||
gl_subdivide_size "128"
|
||||
// Set to 1 by default. Fixes status bar flicker on some buggy hardware.
|
||||
|
|
|
@ -1,3 +1,7 @@
|
|||
// Currently using qw-client-glx -zone 1024 -mem 32 +set gl_max_size 256 +set vid_fullscreen 1 +_windowed_mouse 1 +set vid_width 640 +set vid_height 480 +cl_parsesay 1 +show_time 2 +cl_nostatpred 0 +exec glspeed-v3.cfg +set snd_interp 0 +timedemo overkill
|
||||
// And these settings I get
|
||||
// 1382 frames 80.5 seconds 17.2 fps
|
||||
// on my Voodoo 3 2000 pci
|
||||
// Draw the weapon model. Turn off to gain 2 fps
|
||||
r_drawviewmodel "1"
|
||||
// smooth vertex lights. Older cards set to 0 for a speedup.
|
||||
|
@ -13,8 +17,9 @@ gl_keeptjunctions "1"
|
|||
// How blurry is the player model? 2 makes them still identifyable, but speeds
|
||||
// it up enough to be noticable. 4 is highest setting, 0 is default.
|
||||
gl_playermip "0"
|
||||
// Set to 0 to turn off most lighting. An enourmous speed increase if you can
|
||||
// bear it
|
||||
// Set to 0 to turn off most lighting. Generally you *can* leave this on
|
||||
// with gl_dlight_polyblend set to 1 and gl_dlight_lightmap set to 0 and get
|
||||
// absolutely NO hit in speed.
|
||||
r_dynamic "1"
|
||||
// Turn on freaky bubble lighting. Really really fast, use this with r_dynamic
|
||||
// 1 and gl_dlight_lightmap 0 so you can see static lights on the map
|
||||
|
@ -50,8 +55,9 @@ gl_conspin "0"
|
|||
gl_conalpha "0.6"
|
||||
// Slide the console or stretch it.
|
||||
gl_constretch "0"
|
||||
// Lighting mode, 0 glquake style, 1 new style. Setting 0 is 1 fps faster.
|
||||
gl_lightmode "1"
|
||||
// Lighting mode, 0 glquake style, 1 new style. Setting 1 is .2 fps faster
|
||||
// but looks bad.
|
||||
gl_lightmode "0"
|
||||
// Sets the division value for the sky brushes. Higher is faster, generally.
|
||||
gl_subdivide_size "128"
|
||||
// Set to 1 by default. Fixes status bar flicker on some buggy hardware.
|
Loading…
Reference in a new issue