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Merge pull request #203 from DanielGibson/cvarlist-gfx
Revamp cvar list (split up in sections, improve gl_*/gl3_* descriptions)
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8301d893f2
1 changed files with 101 additions and 48 deletions
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@ -1,23 +1,20 @@
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Yamagi Quake II Console Variables
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Yamagi Quake II Console Variables
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---------------------------------
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=================================
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This lists explains most console variables (cvars) added by Yamagi
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This lists explains most console variables (cvars) added by Yamagi
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Quake II. Most of the original clients (Vanilla Quake II) cvars are
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Quake II. Most of the original clients (Vanilla Quake II) cvars are
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still in place. Please note: There's normally no need to change any
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still in place, however the `r_*` renderer cvars have been renamed
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cvar! Use the menu instead.
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to `gl_*` and there are cvars specific to the OpenGL3.2 renderer that
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stat with `gl3_`.
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Please note: There's normally no need to change any cvar! Use the menu instead.
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General:
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* **al_device**: OpenAL device to use. In most cases there's no need to
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--------
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change this, since the default device is normally the right choice.
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* **basedir**: Directory from which the game data is loaded. Can be used
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* **basedir**: Directory from which the game data is loaded. Can be used
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in startup scripts, to test binaries, etc. If not set the directory
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in startup scripts, to test binaries, etc. If not set the directory
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containing the binaries is used.
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containing the binaries is used.
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* **cin_force43**: If set to `1` (the default) cinematics are displayed
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with an aspect ratio of 4:3, regardless what the actual windows size
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or resolution is.
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* **cl_async**: If set to `1` (the default) the client is asynchronous.
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* **cl_async**: If set to `1` (the default) the client is asynchronous.
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The client framerate is fixed, the renderer framerate is variable.
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The client framerate is fixed, the renderer framerate is variable.
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This makes it possible to renderer as much frames as desired without
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This makes it possible to renderer as much frames as desired without
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@ -32,6 +29,47 @@ cvar! Use the menu instead.
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* **cl_drawfps**: Shows the framecounter. The shown value is rather
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* **cl_drawfps**: Shows the framecounter. The shown value is rather
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inaccurate, the imprecision is about 5%.
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inaccurate, the imprecision is about 5%.
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* **in_grab**: Defines how the mouse is grabbed by Quake IIs window. If
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set to `0` the mouse is never grabbed and if set to `1` it's always
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grabbed. If set to `2` (the default) the mouse is grabbed during
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gameplay and released otherwise.
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Audio:
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------
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* **al_device**: OpenAL device to use. In most cases there's no need to
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change this, since the default device is normally the right choice.
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* **ogg_enable**: Enable Ogg/Vorbis music playback.
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* **ogg_ignoretrack0**: Normally Quake II disabled the background music
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if a major objective has been archived by setting the music track to 0.
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Setting this cvar to `1` disables this behavior, the music keeps playing.
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* **s_doppler**: If set to `1` (the default) doppler effects are enabled.
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This is only supported by the OpenAL sound backend.
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* **s_openal**: Use OpenAL for sound playback. This is enabled by
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default. OpenAL gives a huge quality boost over the classic sound
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system.
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* **s_underwater**: Dampen sounds if submerged. Enabled by default.
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Graphics (all renderers):
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-------------------------
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* Most old `r_*` cvars, but renamed to `gl_*`
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* **vid_renderer**: Selects the renderer library. Possible options are
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`gl1` (the default) for the old OpenGL 1.4 renderer and `gl3` for
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the new OpenGL 3.2 renderer.
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* **cin_force43**: If set to `1` (the default) cinematics are displayed
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with an aspect ratio of 4:3, regardless what the actual windows size
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or resolution is.
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* **cl_gun**: Decides weather the gun is drawn. If set to `0` the gun
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* **cl_gun**: Decides weather the gun is drawn. If set to `0` the gun
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is omitted. If set to `1` the gun is only drawn if the FOV is equal
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is omitted. If set to `1` the gun is only drawn if the FOV is equal
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or smaller than 90. This was the default with Vanilla Quake II. If set
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or smaller than 90. This was the default with Vanilla Quake II. If set
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@ -41,27 +79,18 @@ cvar! Use the menu instead.
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* **fov**: Sets the field of view. If the *horplus* cvar is set to `1`,
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* **fov**: Sets the field of view. If the *horplus* cvar is set to `1`,
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this is forced to 90.
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this is forced to 90.
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* **gl3_debugcontext**: Enables the OpenGL 3.2 renderers debug context,
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* **horplus**: If set to 1 (the default) the horplus algorithm is used
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e.g. prints warnings and errors thrown by the GPU driver. This is a
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to calculate an optimal horizontal and vertical field of view, independent
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pure debug cvar and has high overhead.
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of the window or screen aspect ratio or resolution.
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If enabled *fov* is forced to `90`.
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* **gl3_intensity** / **intensity**: Sets the color intensity. Since
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* **vid_gamma**: The value used for gamma correction. Higher value looks
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OpenGL 1.4 and 3.2 have different scales there're 2 cvar.
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brighter. The GL1 renderer uses "Hardware Gamma", setting the Gamma of
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**intensity** for OpenGL 1.4 and **gl3_intensity** for OpenGL 3.2.
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your whole screen to this value in realtime (except on OSX where it's
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applied to textures on load and thus needs a `vid_restart` after changing).
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* **gl3_overbrightbits** / **gl_overbrightbits**: Enables overbright
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The GL3 renderer applies this to the window in realtime via shaders
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bits, brightness scaling of all textures. OpenGL 1.4 is controlled
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(on all platforms).
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through **gl_overbrightbits** and employs a rather simple algorithm.
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This is also set by the brightness slider in the video menu.
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Possible values are `0` (no overbright bits), `1` (correct lighting
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for water), `2` (scale by factor 2) and `3` (scale by factor 3).
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OpenGL 3.2 has a much better algorithm that is controlled by
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*gl3_overbrightbits*. The cvar gives the scaling factor as a floating
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point number.
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* **gl3_particle_size** / **gl3_particle_fade_factor**: OpenGL 3.2
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particle attributes. The look and feel of the OpenGL 1.4 particles
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can be archived by setting *gl3_particle_size* to `20` and
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*gl3_particle_fade_factor* to `10`.
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* **gl_anisotropic**: Anisotropic filtering. Possible values are
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* **gl_anisotropic**: Anisotropic filtering. Possible values are
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dependent on the GPU driver, most of them support `1`, `2`, `4`, `8`
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dependent on the GPU driver, most of them support `1`, `2`, `4`, `8`
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@ -82,6 +111,13 @@ cvar! Use the menu instead.
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* **gl_farsee**: Normally Quake II renders only up to 4096 units. If set
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* **gl_farsee**: Normally Quake II renders only up to 4096 units. If set
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to `1` the limit is increased to 8192 units.
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to `1` the limit is increased to 8192 units.
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* **gl_maxfps**: The maximum framerate, if `cl_async` is `1`. Otherwise
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`cl_maxfps` is used as maximum framerate. See `cl_async` description
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above for more information.
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*Note* that vsync (`gl_swapinterval`) also restricts the framerate to
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the monitor refresh rate, so if vsync is enabled, you won't get more than
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60fps on most displays (or 120 on a 120hz display etc).
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* **gl_msaa_samples**: Full scene anti aliasing samples. The number of
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* **gl_msaa_samples**: Full scene anti aliasing samples. The number of
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samples is dependent on the GPU driver, most drivers support at least
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samples is dependent on the GPU driver, most drivers support at least
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`2`, `4` and `8` samples. If an invalid value is set the value is
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`2`, `4` and `8` samples. If an invalid value is set the value is
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@ -101,29 +137,46 @@ cvar! Use the menu instead.
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overlapping surfaces to mitigate the flickering. This may lead to
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overlapping surfaces to mitigate the flickering. This may lead to
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small render errors.
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small render errors.
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* **horplus**: If set to 1 (the default) the horplus algorithm is used
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Graphics (GL1 only):
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to calculate an optimal FOX. If enabled *fov* is forced to `90`.
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--------------------
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* **in_grab**: Defines how the mouse is grabbed by Quake IIs window. If
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* **intensity**: Sets the color intensity used for 3D rendering.
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set to `0` the mouse is never grabbed and if set to `1` it's always
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Must be a floating point value, at least `1.0` - default is `2.0`.
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grabbed. If set to `2` (the default) the mouse is grabbed during
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Applied when textures are loaded, so it needs a `vid_restart`!
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gameplay and released otherwise.
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* **ogg_enable**: Enable Ogg/Vorbis playback.
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* **gl_overbrightbits**: Enables overbright bits, brightness scaling of
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lightmaps and models. Higher values make shadows less dark.
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Possible values are `0` (no overbright bits), `1` (correct lighting
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for water), `2` (scale by factor 2) and `3` (scale by factor 3).
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Applied in realtime, does not need `vid_restart`.
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* **ogg_ignoretrack0**: Normally Quake II disabled the background music
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* **gl_stencilshadow**: If `gl_shadows` is set to `1`, this makes them look
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if a major objective has been archived. Setting this cvar to `1`
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a bit better (no flickering) by using the stencil buffer.
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disables this, the music keeps playing.
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(This is always done in GL3, so not configurable there)
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* **s_doppler**: If set to `1` (the default) doppler effects are enabled.
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Graphics (GL3 only):
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This is only supported by the OpenAL sound backend.
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--------------------
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* **s_openal**: Use OpenAL for sound playback. This is enabled by
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* **gl3_debugcontext**: Enables the OpenGL 3.2 renderers debug context,
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default. OpenAL gives a huge quality boost over the classic sound
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e.g. prints warnings and errors emmitted by the GPU driver.
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system.
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Not supported on OSX. This is a pure debug cvar and slows down rendering.
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* **s_underwater**: Dampen sounds if submerged. Enabled by default.
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* **gl3_intensity**: Sets the color intensity used for 3D rendering.
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Similar to GL1 `intensity`, but more flexible: can be any value between
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0.0 (completely dark) and 256.0 (very bright).
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Good values are between `1.0` and `2.0`, default is `1.5`.
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Applied in realtime via shader, so it does *not* need a `vid_restart`.
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* **vid_renderer**: Selects the renderer library. Possible options are
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* **gl3_intensity_2D**: The same for 2D rendering (HUD, menu, console, videos)
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`gl1` (the default) for OpenGL 1.4 and `gl3` for OpenGL 3.2.
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* **gl3_overbrightbits**: Enables overbright bits, brightness scaling of
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lightmaps and models. Higher values make shadows less dark.
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Similar to GL1's `gl_overbrightbits`, but allows any floating point number.
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Default is `1.3`. In the OpenGL3.2 renderer, no lighting fixes for water
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are needed, so `1.0` has no special meaning.
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* **gl3_particle_size**: The size of particles - Default is `40`.
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* **gl3_particle_fade_factor**: "softness" of particles: higher values
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look less soft. Defaults to `1.2`.
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A value of `10` looks similar to the GL1 particles.
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