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Difference between revisions of "FTEQW Miscellaneous Features"

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FTEQW has two options for this:
 
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.
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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.
# /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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# ''/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 ===used
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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.
 
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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* A value of 0.5 can give a small speedup with complex scenes involving many rtlights or reflections
 
* 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.
 
* 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.
  
 
== Download Menu ==
 
== Download Menu ==
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* If it prints “My documents”, start FTE with the parameter -nohome, and create a shortcut to it
 
* 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
 
* 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).

Latest revision as of 18:08, 22 November 2017

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.

Scaling of 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:

  1. /vid_conautoscale with typical values or 1, 1.5 or 2 (3, 4 etc.). This scales everything by the factor/value used.
  2. /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).