![]() The results are most noticeable on glass. ![]() If cl_new_impact_effects is set to '1', Source Engine's updated, threaded particle system (as opposed to the original engine's system) is used to render bullet impact effects. With the variable r_rootlod also being set to the maximum of '0', the game always uses the highest level of detail for models. Setting r_lod to '0' disables this, forcing the game to display a constant level of detail of each model regardless of distance. With the default value of '-1', the game lowers the level of detail on objects at a distance from the camera to increase performance. This means that an offset can be induced at the baseline quality level ( mat_picmip 0 is the highest), and mat_picmip -1 ("very high") makes textures go one mip level up if they are set to be using a lower mip level in the VTF - which is the case for some of TF2's world textures, and most of its very small props, for video memory optimization purposes. ![]() The reason why some textures could see vast improvements in quality is because with the initial release of the Orange Box, Valve added a resource data system to the Valve Texture Format, which could be used to set the default quality of a texture to one lower than that of the texture file. It accepts values from '2' to '-10', 2 being the worst quality and -10 being the best (refer to the comparison image). ![]() The console command mat_picmip controls texture resolution and has one of the biggest visual "gains". ![]()
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