mirror of
https://git.code.sf.net/p/quake/quakeforge
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29177483d3
cl_maxfps now :)
145 lines
5.7 KiB
INI
145 lines
5.7 KiB
INI
// Currently using qw-client-glx -nosound -zone 1024 -mem 32 +setrom cl_maxfps 72 +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 +exec glspeed-v1.cfg +set snd_interp 0 +timedemo overkill
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// And these settings I get
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// 1382 frames 41.1 seconds 33.60 fps
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// on my Voodoo 3 2000 pci
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// Draw the weapon model. Turn off to gain fps
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r_drawviewmodel "1"
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// smooth vertex lights. Older cards set to 0 for a speedup.
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gl_dlight_smooth "0"
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// Lightmap Update method. Default 2 updates a minimum 'dirty rectangle'
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// around the area changed. 1 updates every line that changed. 0 updates the
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// entire lightmap.
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gl_lightmap_subimage 1
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// Number of dynamic lights. Default is 32
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r_dlight_max 8
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// Choose texture mode for GL. Valid settings, roughly from worst to best
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// quality: (Thank you Despair)
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// gl_nearest, gl_nearest_mipmap_nearest, gl_nearest_mipmap_linear, gl_linear
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// gl_linear_mipmap_nearest, gl_linear_mipmap_linear
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// You should experiment with this, many cards work better with other settings
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// Default is gl_linear_mipmap_nearest
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// This setting works fairly well on my voodoo 3
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gl_texturemode "gl_linear_mipmap_linear"
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// dimensions of displayed textures. 0 is normal, 1 is blurry, 2 isn't worth it
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// 1 is pretty good for a decent speed up - you can still tell what you're
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// looking at
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gl_picmip "1"
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// Set to 0 to turn off colinear vertexes upon level load. You'll be able to
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// see through junctions of some objects and walls - will give you ~1 fps
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// if you turn it off.
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gl_keeptjunctions "0"
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// How blurry is the player model? 2 makes them still identifyable, but speeds
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// it up enough to be noticable. 4 is highest setting, 0 is default.
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gl_playermip "2"
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// Set to 0 to turn off most lighting. Generally you *can* leave this on
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// with gl_dlight_polyblend set to 1 and gl_dlight_lightmap set to 0 and get
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// absolutely NO hit in speed.
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r_dynamic "1"
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// Turn on freaky bubble lighting. Really really fast, use this with r_dynamic
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// 1 and gl_dlight_lightmap 0 so you can see static lights on the map
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gl_dlight_polyblend "1"
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// Turn this off to disable dynamic lightmaps. Only has effect with
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// r_dynamic 1 - Really, you only should use this with gl_dlight_polyblend 1
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// Note turning this *OFF* nets me 5 fps more in overkill.
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r_dlight_lightmap 0
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// Lightmap texture components. 1 is greyscale, 3 is RGB, 4 is RGBA.
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// I've heard 1 is fastest, 4 is faster on older DRI and 3 is faster on
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// newer DRI. Comments welcome.
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r_lightmap_components "1"
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// turn these two on to turn on fullbrights for all models - mostly useful
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// in MegaTF/2k to see the proximity mines in dark places! If you don't play
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// those, or stay out of dark places which go beep, turn them off to gain ~2 fps.
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gl_fb_bmodels "0"
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gl_fb_models "0"
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// Rocket trails, smoke etc. Turn off to gain a LOT of fps in battles, as well
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// as make it a hell of a lot easier to see your enemy.
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// NOTE: Heck of a lot easier to use r_particles_max to reduce
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// how many you see instead of just shutting this off now :)
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r_particles "1"
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// How many particles can be seen in your vision? Default is 2048. 60 is just
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// enough to see what is going on without slowing down at *all* on my
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// old voodoo 1, so other systems likely can handle far more than this
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r_particles_max "60"
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// Toggles lavaball and rocket fireballs, - 0 gives a bit of a speed up.
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gl_fires "0"
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// Speed at which the console background spins. Leave it off unless you like
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// your console background to spin :P
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gl_conspin "0"
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// Alpha value for the console background.
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gl_conalpha "0.6"
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// Slide the console or stretch it.
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gl_constretch "0"
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// Sets the division value for the sky brushes. Higher is faster, generally.
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gl_subdivide_size "128"
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// Set to 1 by default. Fixes status bar flicker on some buggy hardware.
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// Normally sane people set it to 0... Because it's a speed hit if it's on.
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gl_triplebuffer "0"
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// Set to 0 *default* to draw sky before anything else, 1 to draw it last,
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// 2 use ID's skybox, >2 don't do it.
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gl_sky_clip "3"
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// subdivide sky polys, 0 is faster when gl_sky_clip >0
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// default is 1
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gl_sky_divide "0"
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// The next four options can be set to 1 by the SERVER, so if it doesn't
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// work, check that the server admin hasn't set them to 1 himself.
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// Set to 0 to turn off quad/suit/pent screen filling color. 2 fps increase.
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cl_cshift_powerup "0"
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// Set to 0 to turn off 'bonus' flash, and item pickup flash. 2 fps increase.
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cl_cshift_bonus "0"
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// Set to 0 to turn off pain screen filling color. 2 fps increase.
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cl_cshift_damage "0"
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// Set to 0 to turn off water/lava screen filling color. 2 fps increase...
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// However, it can be used to cheat in megatf/mega2k with flash grens/mines.
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// Smart server admins would force this to 1 for quakeforge servers running
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// megatf/2k. Older quakeworld servers couldn't disable gl_polyblend anyway.
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cl_cshift_content "1"
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// client's maximum fps allowed. 0 is unlimited
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cl_maxfps "0"
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//Set to how many frames per second worth of *data* is sent to client
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cl_maxnetfps "30"
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// Set to 0 to go faster, 1 is older mode and slower
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// Or not. Some people say 0 is slower and 1 is faster.
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// *shrugs* Pick your favorite I guess.
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cl_sbar "0"
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// If you set this to 120 your status bar will disappear completely and
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// your fps will improve slightly. But I like my status bar.
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viewsize 100
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// Don't show gibs. Should improve speed slightly if you're experiencing lots
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// of gibs in battle :)
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cl_gibfilter 1
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// Don't show dead bodies. Should improve speed slightly if... well, a lot
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// of people are dying. Note in TF/Megatf/2k this is BAD TO USE, spies
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// can feign and you won't be able to see them at *all*
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cl_deadbodyfilter 0
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