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Difference between revisions of "FTEQW Miscellaneous Features"
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(Created page with "== Introduction == This is a more or less random list of additional features of the FTEQW engine. If enough details are added, please turn the sections into their ow...") |
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== Rendering == | == Rendering == | ||
− | Various featured related to rendering of the game-world. | + | Various featured related to rendering of the game-world or menu. |
− | === Mega | + | === Scaling of menu === |
− | This | + | For especially for high resolution mobile devices or 4K displays it is useful to scale up the menu and HUD. |
+ | |||
+ | FTEQW has two options for this: | ||
+ | # ''/vid_conautoscale'' with typical values or 1, 1.5 or 2 (3, 4 etc.). This scales everything by the factor/value used. | ||
+ | # ''/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. | ||
+ | |||
+ | === 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. | ||
screenshot_mega: Takes a ‘simple’ large screenshot. | screenshot_mega: Takes a ‘simple’ large screenshot. | ||
Line 12: | Line 19: | ||
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. | ||
− | The resulting | + | The resulting file-name will be displayed in the console (as a more easily findable system path). |
+ | |||
+ | === r_renderscale === | ||
+ | |||
+ | This renders the game view at a different resolution than your screen. | ||
+ | * 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) | ||
+ | * A value of 0.5 can give a small speedup with complex scenes involving many rtlights or reflections | ||
+ | * 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. | ||
+ | |||
+ | === Stereo rendering and early VR stuff === | ||
+ | |||
+ | r_stereo_method 5 | ||
+ | |||
+ | for cross eyed 3D stereo rendering. | ||
+ | |||
+ | Some work was also done on WebVR support, but it is unclear if and what is actually working. | ||
+ | |||
+ | == Download Menu == | ||
+ | |||
+ | The in-engine download menu provides easy access to install/uninstall additional packages, or simply update them more easily. | ||
+ | * Find Quake re-texturing packages and rtlight definitions | ||
+ | * Also the in-game editor (which needs cheats or singleplayer to use) | ||
+ | * A number of additional plugins. | ||
+ | |||
+ | Can be opened from the console with | ||
+ | /menu_download | ||
+ | |||
+ | == Paths == | ||
+ | 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. | ||
+ | * If it prints “My documents”, start FTE with the parameter -nohome, and create a shortcut to it | ||
+ | * 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 | ||
+ | |||
+ | == Idling == | ||
+ | |||
+ | snd_inactive 0; | ||
+ | |||
+ | * will no longer play sounds while the window is not focused (on some systems anyway). needs a snd_restart though. | ||
+ | |||
+ | 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). |
Latest revision as of 18:08, 22 November 2017
Contents
Introduction[edit]
This is a more or less random list of additional features of the FTEQW engine. If enough details are added, please turn the sections into their own pages.
Rendering[edit]
Various featured related to rendering of the game-world or menu.
[edit]
For especially for high resolution mobile devices or 4K displays it is useful to scale up the menu and HUD.
FTEQW has two options for this:
- /vid_conautoscale with typical values or 1, 1.5 or 2 (3, 4 etc.). This scales everything by the factor/value used.
- /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.
Mega Screenshots[edit]
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.
screenshot_mega: Takes a ‘simple’ large screenshot. screenshot_stereo: Takes two screenshots side-by-side with a small(r_stereo_separation) offset (also assumed by screenshot_mega with the .pns extension). screenshot_vr: Takes many many many screenshots giving a horizontal 360 perspective that can be viewed with a few different display software.
The resulting file-name will be displayed in the console (as a more easily findable system path).
r_renderscale[edit]
This renders the game view at a different resolution than your screen.
- 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)
- A value of 0.5 can give a small speedup with complex scenes involving many rtlights or reflections
- 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.
Stereo rendering and early VR stuff[edit]
r_stereo_method 5
for cross eyed 3D stereo rendering.
Some work was also done on WebVR support, but it is unclear if and what is actually working.
Download Menu[edit]
The in-engine download menu provides easy access to install/uninstall additional packages, or simply update them more easily.
- Find Quake re-texturing packages and rtlight definitions
- Also the in-game editor (which needs cheats or singleplayer to use)
- A number of additional plugins.
Can be opened from the console with
/menu_download
Paths[edit]
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.
- If it prints “My documents”, start FTE with the parameter -nohome, and create a shortcut to it
- 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
Idling[edit]
snd_inactive 0;
- will no longer play sounds while the window is not focused (on some systems anyway). needs a snd_restart though.
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).