What exactly are these graphics CVARs?
Posted: Mon Oct 09, 2006 6:35 am
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.
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.