Update cvar documentation.
* Explain command line arguments. * Document busywait and datadir. * Distinguish between all renderers and all GL renders.
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@ -3,18 +3,48 @@ Yamagi Quake II Console Variables
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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, however the `r_*` renderer cvars have been renamed
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still in place, however due to architectural changes some of them
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to `gl_*` and there are cvars specific to the OpenGL3.2 renderer that
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have been renamed. The prefixes are:
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start 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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* No prefix: General stuff.
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* `cl_`: Client.
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* `gl_`: Common to all OpenGL renderers.
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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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* `s_`: Sound system.
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* `vid_`: Video backend.
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Command line arguments
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----------------------
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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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* **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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General:
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General:
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--------
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--------
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* **basedir**: Directory from which the game data is loaded. Can be used
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* **busywait**: By default this is set to `1`. causing Quake II to spin
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in startup scripts, to test binaries, etc. If not set, the directory
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in a very tight loop until it's time to process the next frame. This is
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containing the binaries is used.
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a very accurate way to determine the internal timing but comes with a
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To use this cvar, set it at startup, like `./quake2 +set basedir /path/to/quake2`
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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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* **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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@ -99,11 +129,6 @@ Graphics (all renderers):
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(on all platforms).
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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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This is also set by the brightness slider in the video menu.
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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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and `16`. Anisotropic filtering gives a huge improvement to texture
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quality by a negligible performance impact.
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* **r_consolescale** / **r_hudscale** / **r_menuscale**, **crosshair_scale**:
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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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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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is the scale factor, a factor of `1` means no scaling. Values greater
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@ -125,6 +150,18 @@ Graphics (all renderers):
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the monitor refresh rate, so if vsync is enabled, you won't get more than
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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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60fps on most displays (or 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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* **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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and `16`. Anisotropic filtering gives a huge improvement to texture
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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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* **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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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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`2`, `4` and `8` samples. If an invalid value is set, the value is
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@ -142,14 +179,12 @@ Graphics (all renderers):
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* **gl_shadows**: Enables rendering of shadows. Quake IIs shadows are
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* **gl_shadows**: Enables rendering of shadows. Quake IIs shadows are
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very simple and are prone to render errors.
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very simple and are prone to render errors.
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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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* **gl_zfix**: Sometimes two or even more surfaces overlap and flicker.
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* **gl_zfix**: Sometimes two or even more surfaces overlap and flicker.
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If this cvar is set to `1` the renderer inserts a small gap between
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If this cvar is set to `1` the renderer inserts a small gap between
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the overlapping surfaces to mitigate the flickering. This may lead to
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the 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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Graphics (GL1 only):
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Graphics (GL1 only):
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--------------------
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--------------------
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@ -167,6 +202,7 @@ Graphics (GL1 only):
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look a bit better (no flickering) by using the stencil buffer.
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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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(This is always done in GL3, so not configurable there)
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Graphics (GL3 only):
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Graphics (GL3 only):
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--------------------
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--------------------
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@ -196,5 +232,3 @@ Graphics (GL3 only):
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* **gl3_particle_square**: If set to `1`, particles are rendered as squares,
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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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like in the old software renderer or Quake1. Default is `0`.
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