r_renderer”x”.
x specifies the rendering path to be used. Doom 3
features several hardware specific rendering paths, although
it initially will detect the most appropriate path to use in
the game. As such you shouldn’t need to alter this setting.
For informational purposes though I’ll include them anyway –
arb, arb2, nv10 (GeForce), nv20
(GeForce 3) and r200 (Radeon 8500). There is also an
additional best option which indicates that the game
detected and set the best rendering path to use.
r_brightness “x”.
x sets the brightness level in the game. By
default this value is set to 1 and using a higher
value (Up to 2.0 using the Menu) will improve the
brightness level, though set too high and the colours may
start appearing washed out. Setting this to lower values
(Down to 0.5 using the Menu) can conversely lose
detail in the image as you may not be able to see it.
r_gamma “x”.
x specifies the RGB colour intensity level to be used
during the game. By default this is also set to 1.
As with r_brightness the same rules apply, too high a
value will wash out the image and too low will make it too
murky, 0.5 – 2.0 is also a good guideline
here.
r_lightScale “x”.
x sets the intensity factor for light sources in Doom
3. This provides an interesting way to enhance/improve
lighting conditions in Doom 3. The images beneath illustrate
the effect this can have with varying values.
r_lightScale “1”
r_lightScale “2”
r_lightScale “3”
r_lightScale “4”
r_lightScale “5”
As you can see, this
provides a useful way of improving brightness in the game.
Although, as you can see, it can also easily darken the
image too much, or wash out the image on the other hand.
This defaults to 2. This doesn’t adversely (or
beneficially) affect frame rate so adjust the scale as you
see fit.
r_displayRefresh
“x”. x determines the
monitor refresh rate be used in Doom 3. Unlike previous id
Software engines, Doom 3 has a limited frame rate of 60, so
setting x to beyond 60 will does not mean you
can achieve higher frame rates. It can however reduce
eyestrain, so I would still recommend setting x here
to whatever the maximum refresh rate your monitor is
capable of at the resolution you intend to use. For most
users maximum would be defined as 85 – 100
so as not to unnecessarily strain your monitor.
r_swapInterval “x”.
x sets the
EXT_swap_control
mode, essentially V-sync. V-sync limits the highest possible
frame rate to your Monitors refresh rate at any resolution
(Doom 3 by default also has it’s frame rate capped to
60, as covered earlier). Setting x to 1 will
enable V-sync and provides best image quality (As
there should be no visible tearing associated with it being
disabled) and no controller lag should occur either, though
the maximum frame rate will be limited as described earlier.
0 will disable V-sync in, which can
perceivably improve performance (Frames are rendered as fast
as they can be regardless of refresh rate), although you may
experience image tearing and/or input device/controller lag
as a result. If your Graphics card allows you to control
Triple Buffering then enable it if you choose to
enable V-sync and disable it if V-Sync is
disabled for best performance.
r_aspectRatio “x”.
x specifies the aspect ratio that Doom 3 is displayed
at. 0 indicates a 4:3 display, 1 a 16:9
display and 3 a 16:10 display. The majority of users
out there will be using a standard 4:3 display so you won’t
need to change this unless you have a widescreen display.
r_finish “x”.
Setting x to 1 forces the use of the
glFinish function.
You shouldn’t require this so set it to 0 instead for
optimal performance.
r_mode “x”.
x specifies the resolution to be used in Doom 3.
Options available being as follows:
x
Resolution
-1
Use
Custom resolution
0
320x240
1
400x300
2
512x386
3
640x480
4
800x600
5
1024x768
6
1152x864
7
1280x1024
8
1600x1200
Should you go with a
custom resolution (-1) then you set that custom
resolution with the 2 variables - r_customHeight “x”
and r_customWidth “x”.
r_useIndexBuffers
“x”. Setting x to 1enables the use of the
ARB_vertex_buffer_object
OpenGL extension for storing index data in Video memory.
This can provide improved performance with supported
Graphics cards and I’d recommend setting this to 1 to
see if this is the case. Though set this to 0 should
your Graphics card have a low amount of Video memory, or if
you see no increase or decrease in frame rate.
r_useVertexBuffers
“x”. Setting x to 1enables the use of the
ARB_vertex_buffer_object
OpenGL extension for storing vertex data in Video memory.
This can provide improved performance with supported
Graphics cards and I’d recommend setting this to 1
unless you have a low end Graphics card (Which more than
likely will also have a low amount of video memory and would
be better used for storing textures instead), in which case
change it to 0 or if experience problems after
enabling it.
r_vertexBufferMegs
“x”. x specifies the
amount, in MBs, of video memory allocated to
ARB_vertex_buffer_object, by default, 32MB. If
you set both of the previous options to 0 you can
ignore this option. You should leave this alone if you
have a Graphics card with less than 128MB video memory,
although if you have 256MB video memory then you might want
to consider raising this up to a dozen or so MBs (48)
for improved performance.
r_shadows “x”.
1 of Doom 3’s most notable features is the extensive use of
stencil shadow volumes. Setting x to 0
disables the real-time casting of dynamic stencil shadow
volumes, which does detract from the game immersion although
can improve performance rather nicely on many Graphics
cards. Setting this to 1enables their use,
which enhances game immersion. The following images
illustrate shadows in the game.
r_shadows “0”
r_shadows “1”
As you can see, the
use of shadows adds some extra depth to models in the game
(Particular when the light source changes/moves) and unless
you’re running on a very slow system I’d recommend setting
this to 1 to enjoy the game as it was meant to be.
r_useShadowCulling
“x”. Setting x to 1enables culling of shadows from partially hidden
light sources, which provides improved frame rate. Setting
this to 0 might provide technically more accurate
shadowing although unless you have a very fast system
there’s no real reason to do so.
r_useShadowProjectedCull “x”.
Setting x to 1enables the discarding
of triangles in shadow, which provides improved performance
as the stencil shadows are black (and thus won’t be seen
anyway). Setting x to 0disables this
and isn’t recommended.
r_useDepthBoundsTest “x”. If
your Graphics card supports NVIDIA’s UltraShadow II, setting
x to 1 will enable support for depth
bounds testing which will provide optimal performance. If
your Graphics card doesn’t support this feature then set
x to 0. NVIDIA claims some improvement, but it
might require unreleased drivers. It's not a big deal one
way or another as
John Carmack
said.
r_useTurboShadow
“x”. Setting x to 1enables the use of infinite projection with W
technique for dynamic shadows, which provides optimal
performance. Should you encounter problems with shadows try
setting this to 0 instead.
r_useOptimizedShadows “x”.
Setting x to 1enables the use of dmap
generated static shadow volumes for improved performance.
You shouldn’t need (Or want) to set this to 0.
r_useTwoSidedStencil “x”.
Setting x to 1enables the use of the
EXT_stencil_two_side
OpenGL extension for providing 2-sided stencil testing. This
can improve the performance of rendering stencil shadow
volumes (Lowering the number of passes needed for updates).
Set this to 0 if your Graphics card doesn’t support
this feature.
r_useShadowVertexProgram “x”.
Setting x to 1enables the use of
vertex hardware on the Graphics card to perform shadow
projection. This will provide optimal performance as the
work need not be done by the CPU. Setting this to 0
will be necessary for Graphics card lacking Vertex hardware,
although this will only effect performance, there should be
no image differences.
r_skipInteractions
“x”. Setting x to 1
bypasses rendering light interacting with surfaces. This
essentially makes the game s nice shade of black. The
following images illustrate this in the game.
r_skipInteractions “0”
r_skipInteractions “1”
Just when you thought
Doom 3 couldn’t get any darker… There’s no real reason to do
this as the game will be unplayable. Leave this set to 0
at all times.
r_useStateCaching “x”.
Setting x to 1 avoids redundant state changes
in OpenGL calls. This is recommended for best performance.
0disables this and isn’t recommended (nor
necessary).