JKA: Some CVAR change to increase performance

This commit is contained in:
Simon 2023-04-02 19:42:39 +01:00
parent d43de53e8a
commit 64ab392fc5
3 changed files with 13 additions and 4 deletions

View file

@ -398,7 +398,7 @@ static cvarTable_t cvarTable[] = {
{ &cg_stereoSeparation, "cg_stereoSeparation", "0.065", CVAR_ARCHIVE },
{ &cg_worldScale, "cg_worldScale", "33.5", CVAR_ARCHIVE },
{ &cg_heightAdjust, "cg_heightAdjust", "0.0", CVAR_ARCHIVE },
{ &cg_shadows, "cg_shadows", "3", CVAR_ARCHIVE },
{ &cg_shadows, "cg_shadows", "1", CVAR_ARCHIVE },
{ &cg_renderToTextureFX, "cg_renderToTextureFX", "1", CVAR_ARCHIVE },
{ &cg_shadowCullDistance, "r_shadowRange", "1000", CVAR_ARCHIVE },
{ &cg_footsteps, "cg_footsteps", "3", CVAR_ARCHIVE },//1 = sounds, 2 = sounds & effects, 3 = sounds, effects & marks, 4 = always

View file

@ -1585,10 +1585,15 @@ void R_Register( void )
r_DynamicGlowWidth = ri.Cvar_Get( "r_DynamicGlowWidth", "320", CVAR_ARCHIVE_ND | CVAR_LATCH );
r_DynamicGlowHeight = ri.Cvar_Get( "r_DynamicGlowHeight", "240", CVAR_ARCHIVE_ND | CVAR_LATCH );
#ifndef JK2_MODE
r_picmip = ri.Cvar_Get ("r_picmip", "1", CVAR_ARCHIVE | CVAR_LATCH );
r_detailTextures = ri.Cvar_Get( "r_detailtextures", "0", CVAR_ARCHIVE_ND | CVAR_LATCH );
#else
r_picmip = ri.Cvar_Get ("r_picmip", "0", CVAR_ARCHIVE | CVAR_LATCH );
r_detailTextures = ri.Cvar_Get( "r_detailtextures", "1", CVAR_ARCHIVE_ND | CVAR_LATCH );
#endif
ri.Cvar_CheckRange( r_picmip, 0, 16, qtrue );
r_colorMipLevels = ri.Cvar_Get ("r_colorMipLevels", "0", CVAR_LATCH );
r_detailTextures = ri.Cvar_Get( "r_detailtextures", "1", CVAR_ARCHIVE_ND | CVAR_LATCH );
r_texturebits = ri.Cvar_Get( "r_texturebits", "0", CVAR_ARCHIVE_ND | CVAR_LATCH );
r_texturebitslm = ri.Cvar_Get( "r_texturebitslm", "0", CVAR_ARCHIVE_ND | CVAR_LATCH );
r_overBrightBits = ri.Cvar_Get ("r_overBrightBits", "1", CVAR_ARCHIVE_ND | CVAR_LATCH );
@ -1610,7 +1615,11 @@ void R_Register( void )
//
r_lodCurveError = ri.Cvar_Get( "r_lodCurveError", "1000", CVAR_ARCHIVE_ND );
r_lodbias = ri.Cvar_Get( "r_lodbias", "0", CVAR_ARCHIVE_ND );
#ifndef JK2_MODE
r_flares = ri.Cvar_Get ("r_flares", "0", CVAR_ARCHIVE_ND );
#else
r_flares = ri.Cvar_Get ("r_flares", "1", CVAR_ARCHIVE_ND );
#endif
r_lodscale = ri.Cvar_Get( "r_lodscale", "10", CVAR_ARCHIVE_ND );
r_znear = ri.Cvar_Get( "r_znear", "4", CVAR_ARCHIVE_ND ); //if set any lower, you lose a lot of precision in the distance
@ -1686,7 +1695,7 @@ void R_Register( void )
r_offsetUnits = ri.Cvar_Get( "r_offsetunits", "-2", CVAR_CHEAT );
r_lockpvs = ri.Cvar_Get ("r_lockpvs", "0", CVAR_CHEAT);
r_noportals = ri.Cvar_Get ("r_noportals", "0", CVAR_CHEAT);
r_shadows = ri.Cvar_Get( "cg_shadows", "3", 0 );
r_shadows = ri.Cvar_Get( "cg_shadows", "1", 0 );
r_shadowRange = ri.Cvar_Get( "r_shadowRange", "1000", CVAR_ARCHIVE_ND );
/*

View file

@ -300,7 +300,7 @@ void UI_Init( int apiVersion, uiimport_t *uiimport, qboolean inGameLoad )
ui.Cvar_Create( "g_subtitles", "0", CVAR_ARCHIVE );
ui.Cvar_Create( "cg_marks", "1", CVAR_ARCHIVE );
ui.Cvar_Create( "d_slowmodeath", "3", CVAR_ARCHIVE );
ui.Cvar_Create( "cg_shadows", "3", CVAR_ARCHIVE );
ui.Cvar_Create( "cg_shadows", "1", CVAR_ARCHIVE );
ui.Cvar_Create( "cg_runpitch", "0.0", CVAR_ARCHIVE );
ui.Cvar_Create( "cg_runroll", "0.0", CVAR_ARCHIVE );