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r_skipSpecular “x”.
Specular
lighting identifies the
bright specular highlights that occur when light hits an
object surface and is reflected. It is more intense than
diffuse light and falls off more rapidly across the object
surface. It takes longer to calculate specular lighting than
diffuse lighting, however the benefit of using it is that it
adds significant detail to a surface.
Setting x to 1 replaces the specular maps with
black, effectively disabling specular lighting for
slightly improved performance. The images beneath illustrate
this in the game.
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r_skipSpecular “0” |
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r_skipSpecular “1” |
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As you can see,
disabling specular lighting results in some loss of
detail, while the image also appears a bit darker. Setting
x to 0 enables the use of specular
lighting in the game, which is recommended.
r_usePortals “x”.
Setting x to 1 enables the use of
portals for performing area culling. This is recommended for
best performance. Set to 0 - everything can be drawn,
which obviously is far from the best approach.
r_useCachedDynamicModels “x”.
Setting x to 1 enables caching
snapshots of dynamic models, which can improve performance
when such loading occurs. Set x to 0 if you
are on a low memory system.
r_useConstantMaterials “x”.
Setting x to 1 enables the use of
pre-calculated material registers if possible. This provides
best performance and there’s no particular reason why you’d
want to disable (0) this.
r_skipParticles
“x”. Setting x to 1
disables all particle systems in the game, e.g. steam
and Imp fireballs. While this can improve performance it
does remove some atmosphere from the game, and more
importantly makes it harder to fight certain enemies.
Setting this to 0 enables the rendering of
particle systems in the game. The images beneath illustrate
this in the game.
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r_skipParticles “0” |
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r_skipParticles “1” |
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r_useInfiniteFarZ
“x”. Setting x to 1
enables the no-far-clip-plane trick, which provides
best performance. You shouldn’t need to disable (0)
this.
r_useCulling “x”.
x specifies the culling method to be used for
objects. 3 different modes are available; 0 sets no
culling, which provides worst performance though will
eliminate any culling errors you may otherwise notice. 1
sets sphere culling and 2 sets sphere and box
culling, which both provide improved performance. 2
is the default and you shouldn’t need to change this.
r_useLightCulling
“x”. x specifies the
culling method to be used for lighting. 4 different modes
are available; 0, as above, sets no culling, which
provides worst performance but eliminates any light culling
errors from occurring. 1 sets box culling, 2
sets exact clip of polyhedron faces, while 3 includes
areas as well. 3 is the default, though other
modes may reduce any visual glitches you may notice or
improve performance (As with the previous setting, you
shouldn’t need to change this).
r_useTripleTextureARB “x”.
Setting x to 1 enables Graphics cards
with 3 or more TMUs (Texture Memory
Unit) to perform 2 pass rendering, which provides best
performance. Setting x to 0 results in 3 pass
rendering being used, which is slower and only necessary if
your Graphics card has less than 3 TMUs. Pretty much all
Graphics cards supported by Doom 3 however feature more than
3 TMUs, nor will this have any effect of image quality.
r_skipGuiShaders
“x”. x controls the use
of GUI (Graphical User Interface)
shaders in the game. Setting x to 0 renders
shaders as normal, e.g. menu GUI and terminal screens. A
setting of 1 bypasses all GUI shaders. 2
bypasses GUI shaders but allows events to be handled. 3
renders as normal but skips events. The following images
illustrate GUI shaders in the game.
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r_skipGuiShaders “1/2” |
r_skipGuiShaders “0/3” |
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A setting of 1
and 2 have the same effect on graphics and while they
may provide some performance improvement they also
drastically reduce the playability of the game, i.e. no HUD,
game menu or terminals rendered (and no way to know you can
use one) 0 and 3 perform essentially the same.
r_ignoreGLErrors
“x”. This is pretty much
exactly what it says. Set it to 1, performance isn’t
affected either way.
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