I understand that higher values give prettier graphics--I can see that while testing--but could someone please tell me more specifically what these CVARs do? How do they utilize the GPU and the game engine?
r_colorbits: General color depth, I guess. 16 = 65K colors, 32 = 16.7M colors.
r_depthbits: Some sort of ... buffer ... thingy?
r_texturebits: Textues quality of ... what exactly? Everything?
r_detailtextures: Makes everything brighter, sure, but what else?
r_texturemode: How is this different from, say, r_texturebits?
I thought perhaps someone here with some technical knowledge of the Q3 engine might know.
What exactly are these graphics CVARs?
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What exactly are these graphics CVARs?
b_pwnage 1
Re: What exactly are these graphics CVARs?
Well I don't have "technical knowledge," but I know basically what they do:Smoke wrote:I understand that higher values give prettier graphics--I can see that while testing--but could someone please tell me more specifically what these CVARs do? How do they utilize the GPU and the game engine?
r_colorbits: General color depth, I guess. 16 = 65K colors, 32 = 16.7M colors.
r_depthbits: Some sort of ... buffer ... thingy?
r_texturebits: Textues quality of ... what exactly? Everything?
r_detailtextures: Makes everything brighter, sure, but what else?
r_texturemode: How is this different from, say, r_texturebits?
I thought perhaps someone here with some technical knowledge of the Q3 engine might know.
r_colorbits: General color depth, I guess. 16 = 65K colors, 32 = 16.7M colors.
-- Correct.
r_depthbits: Some sort of ... buffer ... thingy?
-- Correct. The depth (Z) buffer.
r_texturebits: Textues quality of ... what exactly? Everything?
-- Correct.
r_detailtextures: Makes everything brighter, sure, but what else?
-- Adds a second layer of detail. It's effect can be seen most easily on snow. It's not just the brightness, it actually appears more detailed and granulated:
r_detailTextures 0
r_detailTextures 1
r_texturemode: How is this different from, say, r_texturebits?
-- This is where you specify "bilinear" (GL_LINEAR_MIPMAP_NEAREST) or "trilinear" (GL_LINEAR_MIPMAP_LINEAR). There are other (uglier) options as well.
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