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| == Rendering == | | == Rendering == |
− | Various featured related to rendering of the game-world or menu. | + | Various featured related to rendering of the game-world. |
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− | === Scaling of menu ===
| + | === Mega screenshots === |
− | For especially for high resolution mobile devices or 4K displays it is useful to scale up the menu and HUD.
| + | This little feature uses render-to-texture rather than rendering stuff to whatever puny window you have. This allows the high-resolution screenshots, and by high-resolution, I mean 16384*16384. Each of these commands take a filename argument followed by width then height. The width and height are still limited by your GPU, but have absolutely no dependancy on your monitor or window size etc. |
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− | FTEQW has two options for this:
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− | # ''/vid_conautoscale'' with typical values or 1, 1.5 or 2 (3, 4 etc.). This scales everything by the factor/value used.
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− | # ''/vid_conwidth 640'' and ''/vid_conheight 0'' this autoscales a typical menu/HUD designed for a 640x480 screen to the full screen size while retaining the aspect ratio.
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− | === Mega Screenshots === | |
− | This feature uses render-to-texture rather than rendering stuff to whatever puny window you have. This allows the high-resolution screenshots, for example 16384*16384. Each of these commands take a filename argument followed by width then height. The width and height are still limited by your GPU, but have absolutely no dependency on your monitor or window size etc. | |
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| screenshot_mega: Takes a ‘simple’ large screenshot. | | screenshot_mega: Takes a ‘simple’ large screenshot. |
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| screenshot_vr: Takes many many many screenshots giving a horizontal 360 perspective that can be viewed with a few different display software. | | screenshot_vr: Takes many many many screenshots giving a horizontal 360 perspective that can be viewed with a few different display software. |
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− | The resulting file-name will be displayed in the console (as a more easily findable system path). | + | The resulting filename will be displayed in the console (as a more easily findable system path). |
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− | === r_renderscale ===
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− | This renders the game view at a different resolution than your screen.
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− | * A value of 2 is good for supersampling, giving a smoother appearance even mid-surface (unlike msaa), without needing to resort to blurring (read: fxaa)
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− | * A value of 0.5 can give a small speedup with complex scenes involving many rtlights or reflections
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− | * Values above 1 should not normally be used in conjunction with /r_fxaa. The result is not desirable, while smaller values are positively weird, but awesome with it.
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− | === Stereo rendering and early VR stuff ===
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− | r_stereo_method 5
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− | for cross eyed 3D stereo rendering.
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− | Some work was also done on WebVR support, but it is unclear if and what is actually working.
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− | == Download Menu ==
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− | The in-engine download menu provides easy access to install/uninstall additional packages, or simply update them more easily.
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− | * Find Quake re-texturing packages and rtlight definitions
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− | * Also the in-game editor (which needs cheats or singleplayer to use)
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− | * A number of additional plugins.
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− | Can be opened from the console with
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− | /menu_download
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− | == Paths ==
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− | Paths can be annoying. Assuming that you don’t want to use “My Documents” folder to keep your game data, confirm that FTE is using the current folder by typing /path in the console.
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− | * If it prints “My documents”, start FTE with the parameter -nohome, and create a shortcut to it
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− | * If you want to see which package a file is inside, you can use “/flocate maps/foo.bsp” for instance. Alternatively you can use “/dir maps/foo.bsp” and it’ll list each occurrence of that file including the package/gamedir that contains it
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− | == Idling ==
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− | snd_inactive 0;
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− | * will no longer play sounds while the window is not focused (on some systems anyway). needs a snd_restart though.
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− | Regarding inactive cpu when game is minimized: set cl_idlefps to something low like 10 and the engine will sleep between ticks. You can also set cl_yieldcpu to 1 to reduce cpu usage with vsync off (or with low cl_maxfps).
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