SCDS_reyalP wrote:FWIW, forcing r_depthbits is not effective. r_depthbits is only a hint to the game, it will often choose a different value to match what your hardware can provide in a given color depth.
It also requires a vid_restart to take effect.
DGs cvar restriction page has some good stuff:
http://www.rtcw.jolt.co.uk/content/enem ... tions.html
I take that to mean forcing it to 24 will override what the game has determined is the most suitable for the hardware, which would thus result in loss of performance for the player affected. I couldn't find much info about r_depthbits when I searched and it doesn't appear to be on DG's otherwise comprehensive list. I did find this info on a UT site:
This controls the z buffer depth used, defaults to 24 bits when using 32 bit colour but some driver sets support 16 bit z buffer depth when rendering in 32 bit colour. If you have a card that supports 32 bit rendering but have limited memory or memory bandwidth due to running at high resolutions or a card with SDRAM then try setting this to 16. If you notice visual problems set this back to it's default of 0 which then uses desktop colour depth.
So how can r_depthbits be exploited, and is it enough of a hack to warrant forcing it to 24 if there's a chance there may be players who are using it to help with older hardware?
Apart from that I've come up with this list of cvar checks, please say if it's either missing something or if any reommended settings should be optional, or vice versa.
RECOMMENDED
command "sv_cvar cg_bobup IN -0.005 0.005"
command "sv_cvar cg_errordecay EQ 100"
command "sv_cvar cg_fov IN 90 120"
command "sv_cvar cg_shadows IN 0 1"
command "sv_cvar cl_freelook EQ 1"
command "sv_cvar m_pitch OUT -0.015 0.015"
command "sv_cvar m_yaw IN -0.022 0.022"
command "sv_cvar r_allowextensions EQ 1"
command "sv_cvar r_ati_fsaa_samples EQ 0"
command "sv_cvar r_ati_truform_tess EQ 0"
command "sv_cvar r_clampToEdge EQ 1"
command "sv_cvar r_depthbits EQ 24"
command "sv_cvar r_detailtextures EQ 0"
command "sv_cvar r_ext_ATI_pntriangles EQ 0"
command "sv_cvar r_ext_texture_filter_anisotropic EQ 0"
command "sv_cvar r_flares IN 0 1"
command "sv_cvar r_lodcurveerror GE 250"
command "sv_cvar r_nv_fogdist_mode INCLUDE NV GL_EYE_RADIAL_NV"
command "sv_cvar r_primitives IN 0 2"
command "sv_cvar r_subdivisions IN 1 64"
command "sv_cvar rate IN 3200 25000"
OPTIONAL
To reduce use of scripts:
command "sv_cvar cl_freelook EQ 1"
command "sv_cvar cl_pitchspeed IN 0 140"
command "sv_cvar cl_yawspeed IN 0 140"
To safeguard unlocking:
command "sv_cvar cg_thirdperson EQ 0"
command "sv_cvar r_drawentities EQ 1"
command "sv_cvar r_drawfoliage EQ 1"
command "sv_cvar r_drawworld EQ 1"
command "sv_cvar r_lightmap EQ 0"
command "sv_cvar r_mapoverbrightbits IN 0 3"
command "sv_cvar r_overbrightbits IN 0 1"
command "sv_cvar r_showmodelbounds EQ 0"
command "sv_cvar r_shownormals EQ 0"
command "sv_cvar r_showtris EQ 0"
command "sv_cvar r_wolffog EQ 1"
command "sv_cvar r_znear EQ 3"
Finally, can anyone venture a definitive answer as to whether these connection settings are still relevant with antiwarp? Snaps & maxpackets would appear to be redundant, however is it advisable to force players to within desirable values? For timenudge it seems that it should be forced to 0 when the server has antiwarp on, which I'd imagine all comp servers would use.
command "sv_cvar snaps IN 20 40"
command "sv_cvar cl_maxpackets IN 20 125"
command "sv_cvar cl_timenudge EQ 0"