// Setting x to 1 enables the rendering of visible objects only. 0 renders all regardless which should reduce performance. I'd recommend setting this to 1. gl_cull 1 // x sets the maximum texture size. 256 is the default. Depending on your video you may be able to use larger textures, e.g. Pre-Voodoo 4 users should use 256. Others may be able to set 512 or higher. gl_max_size 1024 // A setting of 0 for x gives best image quality. Setting it higher (0 to 4) may improve performance but reduce image quality. I’d recommend leaving this at either 0 or 1. gl_picmip 0 // Setting x to 0 gives best texture quality for models. Setting it higher (up to 2) may improve performance but reduce image quality for models. I’d recommend leaving this at either 0 or 1. gl_playermip 2 // gl_texturemode "x". Valid entries for x are GL_NEAREST (worst), // GL_NEAREST_MIPMAP_NEAREST (2nd worst), // GL_LINEAR, // GL_LINEAR_MIPMAP_NEAREST (Bilinear), // GL_LINEAR_MIPMAP_LINEAR (best). gl_texturemode "GL_LINEAR_MIPMAP_LINEAR" // r_displayrefresh "x". With this you can force a specified refresh rate. Replace x with the desired refresh rate you want to use, e.g. 85. // Don't set it above your monitor refresh rate though or you may damage r_displayrefresh "60" max_shells 0 // Setting x to 1 may improve performance, although it may cause flickering with distant objects. 0 will eliminate the flickering although can lower performance. gl_ztrick 1 // A value of 0 for x will enable Lightmap lighting (real-time) of levels. // Setting x to 1 will enable Vertex lighting instead, which is faster, but uses static lighting of levels. r_lightmap 1 // vid_wait "x". x is used to enable/disable Vsync. vid_wait 1 // A value of 1 for x enables standard blood effects. Setting x to 0 can improve performance. violence_ablood 1 // A value of 1 for x enables standard gibs. Setting x to 0 can improve performance. violence_agibs 1 // A value of 1 for x enables extra blood. Setting x to 0 can improve performance. violence_hblood 1 // A value of 1 for x enables extra gibs. Setting x to 0 can improve performance. violence_hgibs 1 // When x is set to 1 this enables the precaching of textures in Video memory before loading a level. // This can improve performance on many graphics cards (In the sense that Textures aren't loaded during a level if the Graphics card has sufficient texture memory), although it will also increase loading time. // When x is set to 0 textures are loaded during levels instead, which will improve level loading time, although can adversely effect performance in levels as textures are loaded into Video memory. precache 1 // Triple buffering allocates a 3rd frame buffer. // This frame buffer can improve performance by allowing the hardware to render at the same time that the 3D application performs other tasks. tripplebuffer 1 // Enable model smoothing. Disabling (0) may increase fps a bit gl_smoothmodels "1" // Enable amplified (higher) waves in water, 1 may decrease FPS gl_wateramp "1" // Enable blending sprite graphics gl_spriteblend "1" // Set texture size rounding-down value (higher rounds more, resulting in lower quality and higher FPS) gl_round_down "1024" // Enable light holes (0 may improve perfomance) gl_lightholes "1" // Enable allowing slight cracks between textures, setting to 1 may look better on some video cards, but will be a bit slower (fewer fps) gl_keeptjunctions "1" gl_reportjunctions "1" // Creates a uniform light source with no shadows (OpenGL only) gl_monolights "1" // Enable dithering gl_dither "0" // Enable paletted textures gl_palette_tex "0" // Enables dynamic lighting - the light reflections glowing objects make on other objects nearby, such as rockets and the flashlight (0 may improve fps) r_dynamic "1" // Enable inclusion of monsters in glow sprite occlusion checking (1 will decrease perfomance) r_traceglow "1" // Forces MMX calculation methods for MMX CPU's (set to 1 if your CPU supports MMX Any p2 does, as do most newer AMD and Cyrix chips. If using 1 reduces perfomance, set back to 0) r_mmx "1" // Enable drawing underwater polygons (must be 1 for r_wateralpha to work) r_novis "1" // Enable alpha blending underwater (r_novis muse be 1 for this to work) r_wateralpha "1" // Enable reflective textures (0 may improve performance) r_mirroralpha "1" // This defaults to 4. This setting can cause decals (blast marks and so on) to flicker in and out of surfaces with some video cards. // To fix this, you can try setting this to 20 to eliminate the flickering. Otherwise, leave it be. gl_polyoffset 4
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