From edd3b1da8a28bd85aa501f7d371a8cab7369de94 Mon Sep 17 00:00:00 2001 From: Yamagi Burmeister Date: Mon, 5 Nov 2018 10:42:11 +0100 Subject: [PATCH] Update the cvarlist to match reality. --- doc/04_cvarlist.md | 221 +++++++++++++++++++++++---------------------- 1 file changed, 112 insertions(+), 109 deletions(-) diff --git a/doc/04_cvarlist.md b/doc/04_cvarlist.md index b24cf66f..7e928286 100644 --- a/doc/04_cvarlist.md +++ b/doc/04_cvarlist.md @@ -1,5 +1,4 @@ -Yamagi Quake II Console Variables -================================= +# 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 @@ -12,66 +11,69 @@ have been renamed. The prefixes are: * `gl1_`: OpenGL 1.4 renderer. * `gl3_`: OpenGL 3.2 renderer. * `ogg_`: Ogg/Vorbis music playback. -* `r_`: All renderers. +* `r_`: Common to all renderers. * `s_`: Sound system. +* `sw_`: Software renderer. * `vid_`: Video backend. +All cvars may be given at command line trough `+set cvar value` or typed +into the console. The console can be opended with *shift-esc*. -Command line arguments ----------------------- + +## Command line arguments These are not console variables, they cannot be entered into the -console only be given at the command line at startup. While cvars -are prefixed with a `+` arguments are starting with a `-`. For -example it's `+set busywait 0` (setting the `busywait` cvar) and -`-portable` (setting the `portable` argument). +console, only be given through the command line at startup. While cvars +are prefixed with a `+`, arguments are starting with a `-`. For example +it's `+set busywait 0` (setting the `busywait` cvar) and `-portable` +(setting the `portable` argument). * **datadir**: 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. -* **portable**: Makes Quake II portable, all runtime data like the - the config, savegames and so on is stored next to the executable and - not in the users home directory. +* **portable**: Makes Quake II portable, all runtime data like the the + config, savegames and so on is stored next to the executable and not + in the users home directory. -General: --------- +## General * **busywait**: By default this is set to `1`. causing Quake II to spin - in a very tight loop until it's time to process the next frame. This is - a very accurate way to determine the internal timing but comes with a - relatively high CPU usage. If set to `0` Quake II lays itself to sleep - and tells the operating system to send a wakeup signal when it's time - for the next frame. The later is more CPU friendly but rather inaccurate, - especially on Windows. Use with care. + in a very tight loop until it's time to process the next frame. This + is a very accurate way to determine the internal timing but comes with + a relatively high CPU usage. If set to `0` Quake II lays itself to + sleep and tells the operating system to send a wakeup signal when it's + time for the next frame. The later is more CPU friendly but rather + inaccurate, especially on Windows. Use with care. * **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 many frames as desired without any physics and movement problems. The client framerate is controlled by *cl_maxfps*, set to `60` by defaut. The renderer framerate is - controlled by *vid_maxfps*. There are two constraints: *vid_maxfps* must - be the same or greater than *cl_maxfps*. In case that the vsync is - active, *vid_maxfps* must not be lower than the display refresh rate. - If *cl_async* is set to `0` *vid_maxfps* is the same as *cl_maxfps*, use - *cl_maxfps* to set the framerate. + controlled by *vid_maxfps*. There are two constraints: -* **cl_showfps**: Shows the framecounter. The shown value is rather - inaccurate and gets less precise with higher framerates, as it only - measures full milliseconds. + * *vid_maxfps* must be the same or greater than *cl_maxfps*. + * In case that the vsync is active, *vid_maxfps* must not be lower + than the display refresh rate. + + If *cl_async* is set to `0` *vid_maxfps* is the same as *cl_maxfps*, + use *cl_maxfps* to set the framerate. -* **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 (in menu, console or if game is paused). +* **cl_showfps**: Shows the framecounter. + +* **in_grab**: Defines how the mouse is grabbed by Yamagi 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 (in menu, videos, console or if + game is paused). -Audio: ------- +## 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. + change this, since the default device is normally the correct choice. * **al_driver**: OpenAL library to use. This is usefull if for some reasons several OpenAL libraries are available and Quake II picks the @@ -80,12 +82,13 @@ Audio: * **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. +* **ogg_ignoretrack0**: Normally Quake II disables 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_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 @@ -94,20 +97,19 @@ Audio: * **s_underwater**: Dampen sounds if submerged. Enabled by default. -Graphics (all renderers): -------------------------- +## Graphics (all renderers) * Most old `r_*` cvars, but renamed to `gl_*` -* **vid_displayrefreshrate**: Sets the displays refresh rate. The +* **vid_displayrefreshrate**: Sets the displays refresh rate. The default `-1` let the game determine the refresh rate automatically. - There's little need to change that. If you do make sure that the refresh - rate is rounded up, e.g. with a display of 59.95hz you should set `60`. - Otherwise the game will render too few frames. + Often the default setting is okay, but some graphics drivers report + wrong refresh rates. For example 59hz are reported while the display + has 59.95hz. * **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. + `gl1` (the default) for the old OpenGL 1.4 renderer, `gl3` for the new + OpenGL 3.2 renderer and `soft` for the software 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 @@ -122,50 +124,50 @@ Graphics (all renderers): * **fov**: Sets the field of view. * **r_gunfov**: The weapons are rendered with a custom field of view, - independently of the global **fov**, so they are not distorted at high FOVs. - A value of `75` should look identical to the old code at `fov 90`, - it defaults to `80` because that looks a bit better. + independently of the global **fov**, so they are not distorted at high + FOVs. A value of `75` should look identical to the old code at `fov + 90`, it defaults to `80` because that looks a bit better. * **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`. + 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`. * **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. + brighter. The OpenGL 1.4 and software renderers use "Hardware Gamma", + setting the Gamma of the whole screen to this value in realtime + (except on MacOS where it's applied to textures on load and thus needs + a `vid_restart` after changing). The OpenGL 3.2 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. -* **r_consolescale** / **r_hudscale** / **r_menuscale**, **crosshair_scale**: - Scale the console, the HUD, the menu and the crosshair. The value given - is the scale factor, a factor of `1` means no scaling. Values greater - `1` make the objects bigger, values lower 1 smaller. The special value - `-1` sets the optimal scaling factor for the current resolution. +* **r_consolescale** / **r_hudscale** / **r_menuscale** and + **crosshair_scale**: Scale the console, the HUD, the menu and the + crosshair. The value given is the scale factor, a factor of `1` means + no scaling. Values greater `1` make the objects bigger, values lower 1 + smaller. The special value `-1` (default) sets the optimal scaling + factor for the current resolution. -* **r_customheight** / **r_customwidth**: Specifies a custom - resolution, the windows will be *r_customheight* pixels high and - *r_customwidth* pixels wide. Set *r_mode* to `-1` to use the custom - resolution. +* **r_customheight** / **r_customwidth**: Specifies a custom resolution, + the windows will be *r_customheight* pixels high and *r_customwidth* + pixels wide. Set *r_mode* to `-1` to use the custom resolution. * **r_farsee**: Normally Quake II renders only up to 4096 units. If set - to `1` the limit is increased to 8192 units. + to `1` the limit is increased to 8192 units. This helps with some + custom maps and is problematic with other custom maps. * **vid_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 (`r_vsync`) 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). + above for more information. *Note* that vsync (`r_vsync`) also + restricts the framerate to the monitor refresh rate, so if vsync is + enabled, the game won't render more than 60fps on most displays (or + 120 on a 120hz display etc). * **r_vsync**: Enables the vsync: frames are synchronized with display refresh rate, should (but doesn't always) prevent tearing. -Graphics (GL renderers only): ------------------------------ +## Graphics (GL renderers only) * **gl_anisotropic**: Anisotropic filtering. Possible values are dependent on the GPU driver, most of them support `1`, `2`, `4`, `8` @@ -173,15 +175,16 @@ Graphics (GL renderers only): quality by a negligible performance impact. * **gl_msaa_samples**: Full scene anti aliasing samples. The number of - samples depends on the GPU driver, most drivers support at least - `2`, `4` and `8` samples. If an invalid value is set, the value is - reverted to the highest number of samples supported. Especially on OpenGL - 3.2 anti aliasing is expensive and can lead to a huge performance hit, - so try setting it to a lower value if your framerate is too low. + samples depends on the GPU driver, most drivers support at least `2`, + `4` and `8` samples. If an invalid value is set, the value is reverted + to the highest number of samples supported. Especially on OpenGL 3.2 + anti aliasing is expensive and can lead to a huge performance hit, so + try setting it to a lower value if the framerate is too low. * **gl_nolerp_list**: list seperate by spaces of textures ommitted from - bilinear filtering. Used by default to exclude the console and HUD fonts. - Make sure to include the default values when extending the list. + bilinear filtering. Used by default to exclude the console and HUD + fonts. Make sure to include the default values when extending the + list. * **gl_retexturing**: If set to `1` (the default) and a retexturing pack is installed, the high resolution textures are used. @@ -195,50 +198,50 @@ Graphics (GL renderers only): small render errors. -Graphics (GL1 only): --------------------- +## Graphics (OpenGL 1.4 only) * **gl1_intensity**: Sets the color intensity used for 3D rendering. - Must be a floating point value, at least `1.0` - default is `2.0`. + 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`! * **gl1_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`. + 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`. * **gl1_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) + look a bit better (no flickering) by using the stencil buffer. (This + is always done in OpenGL 3.2, so not configurable there) -Graphics (GL3 only): --------------------- +## Graphics (OpenGL 3.2 only) * **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. + e.g. prints warnings and errors emmitted by the GPU driver. Not + supported on MacSO. This is a pure debug cvar and slows down + rendering. * **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`. + Similar to OpenGL 1.4 `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`. -* **gl3_intensity_2D**: The same for 2D rendering (HUD, menu, console, videos) +* **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 `gl1_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. + lightmaps and models. Higher values make shadows less dark. Similar + to OpenGL 1.4 `gl1_overbrightbits`, but allows any floating point + number. Default is `1.3`. In the OpenGL 3.2 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. + look less soft. Defaults to `1.2`. A value of `10` looks similar to + the OpenGL 1.4 particles. -* **gl3_particle_square**: If set to `1`, particles are rendered as squares, - like in the old software renderer or Quake1. Default is `0`. +* **gl3_particle_square**: If set to `1`, particles are rendered as + squares, like in the old software renderer or Quake 1. Default is `0`.