R : Renderer settings

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r_bloom_fast_sample "0"

r_bloom_sample_size "128"

r_bloom_darken "0|~64"

adjusts darkening of bloom image (basically inverse to sensitivity of bloom effect)

r_bloom_intensity "0|10"

adjusts intensity of light blooms (0 = off)

r_bloom_diamond_size "8"

r_bloom_alpha "0.3"

r_bloom "1|0"

toggles light blooms

r_shadows

obsolete. This cvar was moved to cgame with the name "cg_shadows"

r_swapinterval "1|0"

For the vsync users:

1: Activates the Vsync feature - be sure to set vid_displayfrequency to the prefered value

0: Disables the Vsync feature

r_screenshot_jpeg_quality "x"

default: 85

Sets the JPEG compression factor

r_screenshot_jpeg "1"

1: Screenshots will be written as JPEG's

0: Screenshots will be written as tga's

r_stencilbits "0"

This is a hardware dependent graphical setting which creates more realistic textures. Be sure to set this to 8 if your graphics card has a hardware stencil buffer. Be aware that the screen may darken with this enabled. Be sure to alter the gamma accordingly

r_texturemode "gl_linear"

Four possible values:

GL_LINEAR : Single buffering

GL_LINEAR_MIPMAP : Bilinear Buffering

GL_LINEAR_MIPMAP_LINEAR : Tripple buffering (you don't see your mipmap level as clearly as you would when using NEAREST)

GL_LINEAR_MIPMAP_NEAREST : Tripple buffering (normal)

r_texturebits "0"

Similar to colorbits. Optimal setting is 16 BIT for framerate and 32 BIT for visuals. Be aware that your video hardware must support 32 BIT color for you to use it.

r_colorbits "0"

Choose between rendering colours in 16 BIT or 32 BIT. 32 BIT colour renders 16.7 million individual colours compared to 16 BIT's 65,000 but can be a large burdon on computer resources. Optimal setting is 16 BIT for framerate and 32 BIT for visuals.

r_gamma "x"

default: 1

This is sort of the compensation for dark colors, setting this to a value higher than 1, will give a brighter image

r_lodscale "5.0"

As you get closer to an object its detail becomes greater. This command scales the distance at which additional detail becomes visible. The lower you set this value (ie 0.5) the further away objects will have to be before they lose detail. (thx to http://boodizm.net/CoD/cvars.asp?c=r_lodscale)

Pretty sure it's the opposite in wsw. The lower the value is, the closer you need to be for high lod to appear.

r_lodbias "x"

default: 0

use models LEVEL OF DETAIL beginning at level "x". 0 being higher, 3 smaller. LODs are lower quality models which are drawn when the model is far from the point of view. By using higher values, when the models are near, it keeps using the lower quality LODs. (we basically only have a single LOD for the models yet)

r_shadows_projection_distance "x"

default: 32

how far is the shadow from the model casting it, and it's still drawn

r_shadows_nudge "x"

default: 1

the shadow is delayed behind the model by x time

r_shadows_alpha "x"

default: 0.4

shadow transparency

r_3dlabs_broken "1"

r_lighting_maxlmblocksize "x"

default: 1024

max size of a lightmap texture block

r_lighting_bumpscale "0|8"

When generating bump-texture r_lighting_bumpscale define bump scale. Default: 8.

r_faceplanecull "0|1"

When its set to 1 invisible Polygons wouldnt be rendered

r_packlightmaps "1"

r_subdivisions "x"

This is a texture setting which when set low, produces a better image with more curves and less graphical inacuracies. The maximum setting I would recommend is around 100 depending on the map.

r_dynamiclight "1|0"

1: ENables dynamic lighting (rocket passing by, explosions that give light)

0: Disables dynamic lighting

r_flarefade "3"

smooth fade flares, or instant toggle on/off

r_flaresize "x"

default: 40

radius of a light flare

r_flares "1|0"

toggle light flares

r_detailtextures "1|0"

1: Enables the use of detailed textures

0: Disables the use of detailed textures (requires less memory)

r_mapoverbrightbits "x"

1: Give a really bright map

0: Show a normal image

r_overbrightbits "x"

Increasing the value of x will increase the brightness of the game. Ofcourse doing it the other way around works too.

r_ignorehwgamma "1|0"

1: Will ignore the current gamma settings for your video card, and uses the games gamma settings

0: will use the hardware gamma settings & the ingame gamma settings to set the gamma

r_fastsky "1|0"

1: Enables the use of fastsky, meaning that it will not render anything that is considered to be sky (FPS boost)

0: Disables the use of fastsky

r_polyblend "1|0"

1: 2D screen color blends (ie: screen -> flash of red when getting hit)

0: Disable this feature

r_skymip "x"

This sets the sky's picmip level '0' for best quality (same as r_picmip)

r_picmip "x"

This accounts for overall texture and image quality, with 0 being the best, and higher numbers being progressively worse up to a maximum value of 16 (any value higher than 16 has the same effect as 16). This setting is a major player in having a high and consistant framerate. A setting of 1 is suitable for most computers as to what most people think, picmip doesn't really improve framerate that much.

r_mode "x"

Sets the resolution, I've fetched the modelist from Q3, hope they apply to the Qfusion engine as well:

Mode -1: Your custom resolution, which is defined by vid_customwidth and vid_customheight

Mode 3: 640x480

Mode 4: 800x600

Mode 5: 960x720

Mode 6: 1024x768

Mode 7: 1152x864

Mode 8: 1280x960

Mode 9: 1280x1024

Mode 10: 1600x1200

Mode 11: 2048x1536

r_clear "0|1"

This will clear the frame buffer on each frame, eliminating the Hall of Mirrors effect.