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r_orderIndexes “x”.
Setting x to 1 enables indexes to be
re-sorted to optimize vertex usage and thus (hopefully)
improved performance. Set this to 0 should you find
this to have an adverse effect on performance (unlikely).
r_skipUpdates “x”.
Setting x to 1 results in a denial of any
light or entity updates, i.e. static, which can yield a nice
performance improvement. The following images illustrate
this in effect in the game.
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r_skipUpdates “0” |
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r_skipUpdates”1” |
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Alas, this causes
other weirdness in the game, e.g. in the images above the
beam being fired no longer is visible, while my weapons also
no longer appeared after trying to change them. As such
you’d be better served looking into other ways to improve
performance before considering this. Leave it set to 0.
r_useNV20MonoLights “x”.
Setting x to 1 enables a pass
optimization for mono lights with NV20 (GeForce 3) Graphics
cards. This presumably has no beneficial effect with other
Graphics cards so leave it set to 0 if you have any
other Graphics card.
r_Multisamples “x”.
FSAA is used to alleviate a variety of image artefacts that
can occur, such as texture shimmering, jagged edges or
crawling jagged edges (These are something which using
higher resolutions cannot resolve). x sets the number of
samples to be used when performing FSAA, options available
being 0 (Disabled), 2, 4, 8 and 16. This defaults to 0. As
an alternative, if your Graphics card allows you to set the
FSAA level (NVIDIA and ATI do) you can use the option in
their Control Panels to set the FSAA level instead, or upon
choosing any application preference option (Let the
application decide in ATI’s Control Center) the value here
will be used instead – Be sure to set this to a mode your
Graphics card supports however. Performance should
progressively worsen with each FSAA level used.
r_skipDiffuse “x”.
Diffuse lighting depends on both the light direction
and the object surface normal. It varies across the surface
of an object as a result of the changing light direction and
the changing surface numeral vector. It takes longer to
calculate diffuse lighting because it changes for each
object vertex, however the benefit of using it is that it
shades objects and gives them three-dimensional (3-D) depth.
Setting x to 1
replaces the diffuse maps with black, effectively
disabling diffuse lighting for improved performance. The
images beneath illustrate this in the game.
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r_skipDiffuse “0” |
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r_skipDiffuse “1” |
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As you can see,
disabling diffuse lighting results in a great loss of
brightness and colour to an already dark game, and makes it
much less playable. Setting x to 0 enables
the use of diffuse lighting in the game, which is
recommended.
r_skipBump “x”.
Bump Mapping is a process for simulating enhanced depth
without requiring additional geometry. There are several
forms bump mapping can take, but suffice it to say, Doom 3
uses bump mapping extensively. Setting x to 1
disables the use of bump mapping in the game, which
can greatly improve performance but will leave the image
looking less detailed and flatter. Setting this to 0
enables the use of bump mapping in the game for more
detailed images with a greater appearance of depth. The
images beneath illustrate the effect of bump mapping.
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r_skipBump “1” |
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r_skipBump “0” |
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As you can clearly see, bump
mapping provides significantly improved image quality in the
game. Unless you are extremely desperate for an improved
frame rate you should leave this set to 0.
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