Revamp cvar list (split up in sections, improve gl_*/gl3_* descriptions)

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Daniel Gibson 2017-05-25 13:59:10 +02:00
parent d0ad58cdb3
commit 809246ca92

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@ -1,23 +1,20 @@
Yamagi Quake II Console Variables
---------------------------------
=================================
This lists explains most console variables (cvars) added by Yamagi
Quake II. Most of the original clients (Vanilla Quake II) cvars are
still in place. Please note: There's normally no need to change any
cvar! Use the menu instead.
still in place, however the `r_*` renderer cvars have been renamed
to `gl_*` and there are cvars specific to the OpenGL3.2 renderer that
stat with `gl3_`.
Please note: There's normally no need to change any cvar! Use the menu instead.
* **al_device**: OpenAL device to use. In most cases there's no need to
change this, since the default device is normally the right choice.
General:
--------
* **basedir**: Directory from which the game data is loaded. Can be used
in startup scripts, to test binaries, etc. If not set the directory
containing the binaries is used.
* **cin_force43**: If set to `1` (the default) cinematics are displayed
with an aspect ratio of 4:3, regardless what the actual windows size
or resolution is.
* **cl_async**: If set to `1` (the default) the client is asynchronous.
The client framerate is fixed, the renderer framerate is variable.
This makes it possible to renderer as much frames as desired without
@ -32,6 +29,47 @@ cvar! Use the menu instead.
* **cl_drawfps**: Shows the framecounter. The shown value is rather
inaccurate, the imprecision is about 5%.
* **in_grab**: Defines how the mouse is grabbed by Quake IIs window. If
set to `0` the mouse is never grabbed and if set to `1` it's always
grabbed. If set to `2` (the default) the mouse is grabbed during
gameplay and released otherwise.
Audio:
------
* **al_device**: OpenAL device to use. In most cases there's no need to
change this, since the default device is normally the right choice.
* **ogg_enable**: Enable Ogg/Vorbis music playback.
* **ogg_ignoretrack0**: Normally Quake II disabled the background music
if a major objective has been archived by setting the music track to 0.
Setting this cvar to `1` disables this behavior, the music keeps playing.
* **s_doppler**: If set to `1` (the default) doppler effects are enabled.
This is only supported by the OpenAL sound backend.
* **s_openal**: Use OpenAL for sound playback. This is enabled by
default. OpenAL gives a huge quality boost over the classic sound
system.
* **s_underwater**: Dampen sounds if submerged. Enabled by default.
Graphics (all renderers):
-------------------------
* Most old `r_*` cvars, but renamed to `gl_*`
* **vid_renderer**: Selects the renderer library. Possible options are
`gl1` (the default) for the old OpenGL 1.4 renderer and `gl3` for
the new OpenGL 3.2 renderer.
* **cin_force43**: If set to `1` (the default) cinematics are displayed
with an aspect ratio of 4:3, regardless what the actual windows size
or resolution is.
* **cl_gun**: Decides weather the gun is drawn. If set to `0` the gun
is omitted. If set to `1` the gun is only drawn if the FOV is equal
or smaller than 90. This was the default with Vanilla Quake II. If set
@ -41,27 +79,18 @@ cvar! Use the menu instead.
* **fov**: Sets the field of view. If the *horplus* cvar is set to `1`,
this is forced to 90.
* **gl3_debugcontext**: Enables the OpenGL 3.2 renderers debug context,
e.g. prints warnings and errors thrown by the GPU driver. This is a
pure debug cvar and has high overhead.
* **horplus**: If set to 1 (the default) the horplus algorithm is used
to calculate an optimal horizontal and vertical field of view, independent
of the window or screen aspect ratio or resolution.
If enabled *fov* is forced to `90`.
* **gl3_intensity** / **intensity**: Sets the color intensity. Since
OpenGL 1.4 and 3.2 have different scales there're 2 cvar.
**intensity** for OpenGL 1.4 and **gl3_intensity** for OpenGL 3.2.
* **gl3_overbrightbits** / **gl_overbrightbits**: Enables overbright
bits, brightness scaling of all textures. OpenGL 1.4 is controlled
through **gl_overbrightbits** and employs a rather simple algorithm.
Possible values are `0` (no overbright bits), `1` (correct lighting
for water), `2` (scale by factor 2) and `3` (scale by factor 3).
OpenGL 3.2 has a much better algorithm that is controlled by
*gl3_overbrightbits*. The cvar gives the scaling factor as a floating
point number.
* **gl3_particle_size** / **gl3_particle_fade_factor**: OpenGL 3.2
particle attributes. The look and feel of the OpenGL 1.4 particles
can be archived by setting *gl3_particle_size* to `20` and
*gl3_particle_fade_factor* to `10`.
* **vid_gamma**: The value used for gamma correction. Higher value looks
brighter. The GL1 renderer uses "Hardware Gamma", setting the Gamma of
your whole screen to this value in realtime (except on OSX where it's
applied to textures on load and thus needs a `vid_restart` after changing).
The GL3 renderer applies this to the window in realtime via shaders
(on all platforms).
This is also set by the brightness slider in the video menu.
* **gl_anisotropic**: Anisotropic filtering. Possible values are
dependent on the GPU driver, most of them support `1`, `2`, `4`, `8`
@ -82,6 +111,13 @@ cvar! Use the menu instead.
* **gl_farsee**: Normally Quake II renders only up to 4096 units. If set
to `1` the limit is increased to 8192 units.
* **gl_maxfps**: The maximum framerate, if `cl_async` is `1`. Otherwise
`cl_maxfps` is used as maximum framerate. See `cl_async` description
above for more information.
*Note* that vsync (`gl_swapinterval`) also restricts the framerate to
the monitor refresh rate, so if vsync is enabled, you won't get more than
60fps on most displays (or 120 on a 120hz display etc).
* **gl_msaa_samples**: Full scene anti aliasing samples. The number of
samples is dependent on the GPU driver, most drivers support at least
`2`, `4` and `8` samples. If an invalid value is set the value is
@ -101,29 +137,46 @@ cvar! Use the menu instead.
overlapping surfaces to mitigate the flickering. This may lead to
small render errors.
* **horplus**: If set to 1 (the default) the horplus algorithm is used
to calculate an optimal FOX. If enabled *fov* is forced to `90`.
Graphics (GL1 only):
--------------------
* **in_grab**: Defines how the mouse is grabbed by Quake IIs window. If
set to `0` the mouse is never grabbed and if set to `1` it's always
grabbed. If set to `2` (the default) the mouse is grabbed during
gameplay and released otherwise.
* **intensity**: Sets the color intensity used for 3D rendering.
Must be a floating point value, at least `1.0` - default is `2.0`.
Applied when textures are loaded, so it needs a `vid_restart`!
* **ogg_enable**: Enable Ogg/Vorbis playback.
* **gl_overbrightbits**: Enables overbright bits, brightness scaling of
lightmaps and models. Higher values make shadows less dark.
Possible values are `0` (no overbright bits), `1` (correct lighting
for water), `2` (scale by factor 2) and `3` (scale by factor 3).
Applied in realtime, does not need `vid_restart`.
* **ogg_ignoretrack0**: Normally Quake II disabled the background music
if a major objective has been archived. Setting this cvar to `1`
disables this, the music keeps playing.
* **gl_stencilshadow**: If `gl_shadows` is set to `1`, this makes them look
a bit better (no flickering) by using the stencil buffer.
(This is always done in GL3, so not configurable there)
* **s_doppler**: If set to `1` (the default) doppler effects are enabled.
This is only supported by the OpenAL sound backend.
Graphics (GL3 only):
--------------------
* **s_openal**: Use OpenAL for sound playback. This is enabled by
default. OpenAL gives a huge quality boost over the classic sound
system.
* **gl3_debugcontext**: Enables the OpenGL 3.2 renderers debug context,
e.g. prints warnings and errors emmitted by the GPU driver.
Not supported on OSX. This is a pure debug cvar and slows down rendering.
* **s_underwater**: Dampen sounds if submerged. Enabled by default.
* **gl3_intensity**: Sets the color intensity used for 3D rendering.
Similar to GL1 `intensity`, but more flexible: can be any value between
0.0 (completely dark) and 256.0 (very bright).
Good values are between `1.0` and `2.0`, default is `1.5`.
Applied in realtime via shader, so it does *not* need a `vid_restart`.
* **vid_renderer**: Selects the renderer library. Possible options are
`gl1` (the default) for OpenGL 1.4 and `gl3` for OpenGL 3.2.
* **gl3_intensity_2D**: The same for 2D rendering (HUD, menu, console, videos)
* **gl3_overbrightbits**: Enables overbright bits, brightness scaling of
lightmaps and models. Higher values make shadows less dark.
Similar to GL1's `gl_overbrightbits`, but allows any floating point number.
Default is `1.3`. In the OpenGL3.2 renderer, no lighting fixes for water
are needed, so `1.0` has no special meaning.
* **gl3_particle_size**: The size of particles - Default is `40`.
* **gl3_particle_fade_factor**: "softness" of particles: higher values
look less soft. Defaults to `1.2`.
A value of `10` looks similar to the GL1 particles.