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Update the cvarlist to match reality.
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1 changed files with 112 additions and 109 deletions
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@ -1,5 +1,4 @@
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Yamagi Quake II Console Variables
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=================================
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# Yamagi Quake II Console Variables
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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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@ -12,66 +11,69 @@ have been renamed. The prefixes are:
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* `gl1_`: OpenGL 1.4 renderer.
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* `gl3_`: OpenGL 3.2 renderer.
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* `ogg_`: Ogg/Vorbis music playback.
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* `r_`: All renderers.
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* `r_`: Common to all renderers.
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* `s_`: Sound system.
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* `sw_`: Software renderer.
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* `vid_`: Video backend.
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All cvars may be given at command line trough `+set cvar value` or typed
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into the console. The console can be opended with *shift-esc*.
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Command line arguments
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----------------------
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## Command line arguments
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These are not console variables, they cannot be entered into the
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console only be given at the command line at startup. While cvars
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are prefixed with a `+` arguments are starting with a `-`. For
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example it's `+set busywait 0` (setting the `busywait` cvar) and
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`-portable` (setting the `portable` argument).
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console, only be given through the command line at startup. While cvars
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are prefixed with a `+`, arguments are starting with a `-`. For example
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it's `+set busywait 0` (setting the `busywait` cvar) and `-portable`
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(setting the `portable` argument).
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* **datadir**: 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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containing the binaries is used.
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* **portable**: Makes Quake II portable, all runtime data like the
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the config, savegames and so on is stored next to the executable and
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not in the users home directory.
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* **portable**: Makes Quake II portable, all runtime data like the the
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config, savegames and so on is stored next to the executable and not
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in the users home directory.
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General:
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--------
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## General
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* **busywait**: By default this is set to `1`. causing Quake II to spin
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in a very tight loop until it's time to process the next frame. This is
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a very accurate way to determine the internal timing but comes with a
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relatively high CPU usage. If set to `0` Quake II lays itself to sleep
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and tells the operating system to send a wakeup signal when it's time
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for the next frame. The later is more CPU friendly but rather inaccurate,
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especially on Windows. Use with care.
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in a very tight loop until it's time to process the next frame. This
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is a very accurate way to determine the internal timing but comes with
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a relatively high CPU usage. If set to `0` Quake II lays itself to
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sleep and tells the operating system to send a wakeup signal when it's
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time for the next frame. The later is more CPU friendly but rather
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inaccurate, especially on Windows. Use with care.
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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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This makes it possible to renderer as many frames as desired without
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any physics and movement problems. The client framerate is controlled
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by *cl_maxfps*, set to `60` by defaut. The renderer framerate is
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controlled by *vid_maxfps*. There are two constraints: *vid_maxfps* must
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be the same or greater than *cl_maxfps*. In case that the vsync is
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active, *vid_maxfps* must not be lower than the display refresh rate.
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If *cl_async* is set to `0` *vid_maxfps* is the same as *cl_maxfps*, use
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*cl_maxfps* to set the framerate.
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controlled by *vid_maxfps*. There are two constraints:
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* **cl_showfps**: Shows the framecounter. The shown value is rather
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inaccurate and gets less precise with higher framerates, as it only
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measures full milliseconds.
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* *vid_maxfps* must be the same or greater than *cl_maxfps*.
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* In case that the vsync is active, *vid_maxfps* must not be lower
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than the display refresh rate.
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If *cl_async* is set to `0` *vid_maxfps* is the same as *cl_maxfps*,
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use *cl_maxfps* to set the framerate.
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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 (in menu, console or if game is paused).
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* **cl_showfps**: Shows the framecounter.
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* **in_grab**: Defines how the mouse is grabbed by Yamagi Quake IIs
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window. If set to `0` the mouse is never grabbed and if set to `1`
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it's always grabbed. If set to `2` (the default) the mouse is grabbed
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during gameplay and released otherwise (in menu, videos, console or if
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game is paused).
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Audio:
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------
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## Audio
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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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change this, since the default device is normally the correct choice.
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* **al_driver**: OpenAL library to use. This is usefull if for some
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reasons several OpenAL libraries are available and Quake II picks the
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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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* **ogg_ignoretrack0**: Normally Quake II disables the background music
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if a major objective has been archived by setting the music track to
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0. Setting this cvar to `1` disables this behavior, the music keeps
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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_doppler**: If set to `1` (the default) doppler effects are
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enabled. 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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* **s_underwater**: Dampen sounds if submerged. Enabled by default.
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Graphics (all renderers):
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-------------------------
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## Graphics (all renderers)
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* Most old `r_*` cvars, but renamed to `gl_*`
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* **vid_displayrefreshrate**: Sets the displays refresh rate. The
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* **vid_displayrefreshrate**: Sets the displays refresh rate. The
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default `-1` let the game determine the refresh rate automatically.
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There's little need to change that. If you do make sure that the refresh
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rate is rounded up, e.g. with a display of 59.95hz you should set `60`.
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Otherwise the game will render too few frames.
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Often the default setting is okay, but some graphics drivers report
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wrong refresh rates. For example 59hz are reported while the display
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has 59.95hz.
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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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`gl1` (the default) for the old OpenGL 1.4 renderer, `gl3` for the new
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OpenGL 3.2 renderer and `soft` for the software 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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* **fov**: Sets the field of view.
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* **r_gunfov**: The weapons are rendered with a custom field of view,
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independently of the global **fov**, so they are not distorted at high FOVs.
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A value of `75` should look identical to the old code at `fov 90`,
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it defaults to `80` because that looks a bit better.
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independently of the global **fov**, so they are not distorted at high
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FOVs. A value of `75` should look identical to the old code at `fov
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90`, it defaults to `80` because that looks a bit better.
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* **horplus**: If set to 1 (the default) the horplus algorithm is used
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to calculate an optimal horizontal and vertical field of view, independent
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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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to calculate an optimal horizontal and vertical field of view,
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independent of the window or screen aspect ratio or resolution. If
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enabled *fov* is forced to `90`.
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* **vid_gamma**: The value used for gamma correction. Higher value looks
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brighter. The GL1 renderer uses "Hardware Gamma", setting the Gamma of
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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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The GL3 renderer applies this to the window in realtime via shaders
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(on all platforms).
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This is also set by the brightness slider in the video menu.
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brighter. The OpenGL 1.4 and software renderers use "Hardware Gamma",
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setting the Gamma of the whole screen to this value in realtime
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(except on MacOS where it's applied to textures on load and thus needs
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a `vid_restart` after changing). The OpenGL 3.2 renderer applies this
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to the window in realtime via shaders (on all platforms). This is
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also set by the brightness slider in the video menu.
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* **r_consolescale** / **r_hudscale** / **r_menuscale**, **crosshair_scale**:
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Scale the console, the HUD, the menu and the crosshair. The value given
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is the scale factor, a factor of `1` means no scaling. Values greater
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`1` make the objects bigger, values lower 1 smaller. The special value
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`-1` sets the optimal scaling factor for the current resolution.
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* **r_consolescale** / **r_hudscale** / **r_menuscale** and
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**crosshair_scale**: Scale the console, the HUD, the menu and the
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crosshair. The value given is the scale factor, a factor of `1` means
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no scaling. Values greater `1` make the objects bigger, values lower 1
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smaller. The special value `-1` (default) sets the optimal scaling
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factor for the current resolution.
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* **r_customheight** / **r_customwidth**: Specifies a custom
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resolution, the windows will be *r_customheight* pixels high and
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*r_customwidth* pixels wide. Set *r_mode* to `-1` to use the custom
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resolution.
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* **r_customheight** / **r_customwidth**: Specifies a custom resolution,
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the windows will be *r_customheight* pixels high and *r_customwidth*
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pixels wide. Set *r_mode* to `-1` to use the custom resolution.
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* **r_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. This helps with some
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custom maps and is problematic with other custom maps.
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* **vid_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 (`r_vsync`) 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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above for more information. *Note* that vsync (`r_vsync`) also
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restricts the framerate to the monitor refresh rate, so if vsync is
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enabled, the game won't render more than 60fps on most displays (or
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120 on a 120hz display etc).
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* **r_vsync**: Enables the vsync: frames are synchronized with
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display refresh rate, should (but doesn't always) prevent tearing.
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Graphics (GL renderers only):
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-----------------------------
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## Graphics (GL renderers only)
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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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quality by a negligible performance impact.
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* **gl_msaa_samples**: Full scene anti aliasing samples. The number of
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samples depends 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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reverted to the highest number of samples supported. Especially on OpenGL
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3.2 anti aliasing is expensive and can lead to a huge performance hit,
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so try setting it to a lower value if your framerate is too low.
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samples depends on the GPU driver, most drivers support at least `2`,
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`4` and `8` samples. If an invalid value is set, the value is reverted
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to the highest number of samples supported. Especially on OpenGL 3.2
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anti aliasing is expensive and can lead to a huge performance hit, so
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try setting it to a lower value if the framerate is too low.
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* **gl_nolerp_list**: list seperate by spaces of textures ommitted from
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bilinear filtering. Used by default to exclude the console and HUD fonts.
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Make sure to include the default values when extending the list.
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bilinear filtering. Used by default to exclude the console and HUD
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fonts. Make sure to include the default values when extending the
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list.
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* **gl_retexturing**: If set to `1` (the default) and a retexturing pack
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is installed, the high resolution textures are used.
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small render errors.
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Graphics (GL1 only):
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--------------------
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## Graphics (OpenGL 1.4 only)
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* **gl1_intensity**: Sets the color intensity used for 3D rendering.
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Must be a floating point value, at least `1.0` - default is `2.0`.
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Must be a floating point value, at least `1.0` - default is `2.0`.
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Applied when textures are loaded, so it needs a `vid_restart`!
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* **gl1_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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lightmaps and models. Higher values make shadows less dark. Possible
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values are `0` (no overbright bits), `1` (correct lighting for water),
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`2` (scale by factor 2) and `3` (scale by factor 3). Applied in
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realtime, does not need `vid_restart`.
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* **gl1_stencilshadow**: If `gl_shadows` is set to `1`, this makes them
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look a bit better (no flickering) by using the stencil buffer.
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(This is always done in GL3, so not configurable there)
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look a bit better (no flickering) by using the stencil buffer. (This
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is always done in OpenGL 3.2, so not configurable there)
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Graphics (GL3 only):
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--------------------
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## Graphics (OpenGL 3.2 only)
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* **gl3_debugcontext**: Enables the OpenGL 3.2 renderers debug context,
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e.g. prints warnings and errors emmitted by the GPU driver.
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Not supported on OSX. This is a pure debug cvar and slows down rendering.
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e.g. prints warnings and errors emmitted by the GPU driver. Not
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supported on MacSO. This is a pure debug cvar and slows down
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rendering.
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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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Similar to OpenGL 1.4 `gl1_intensity`, but more flexible: can be any
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value between 0.0 (completely dark) and 256.0 (very bright). Good
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values are between `1.0` and `2.0`, default is `1.5`. Applied in
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realtime via shader, so it does *not* need a `vid_restart`.
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* **gl3_intensity_2D**: The same for 2D rendering (HUD, menu, console, videos)
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* **gl3_intensity_2D**: The same for 2D rendering (HUD, menu, console,
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videos)
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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 `gl1_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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lightmaps and models. Higher values make shadows less dark. Similar
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to OpenGL 1.4 `gl1_overbrightbits`, but allows any floating point
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number. Default is `1.3`. In the OpenGL 3.2 renderer, no lighting
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fixes for water 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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look less soft. Defaults to `1.2`. A value of `10` looks similar to
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the OpenGL 1.4 particles.
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* **gl3_particle_square**: If set to `1`, particles are rendered as squares,
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like in the old software renderer or Quake1. Default is `0`.
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* **gl3_particle_square**: If set to `1`, particles are rendered as
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squares, like in the old software renderer or Quake 1. Default is `0`.
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