By default, the game has very bright dynamic lights and bold chiaroscuro effects on models around dynamic lights combined with a bright muzzleflash that happens in almost a single frame which may be a seizure risk when repeated. This is a bad idea nowadays with high framerates.
Plans:
A new cvar, r_dynamicStrength (0-1), 1 being default, 0 being none as if it were off. Affects dynamic lights on models
A new cvar, r_flashOpacity, (0-1). 1 being default, 0 being off.
A new rgbGen identity clone, which is controlled by r_flashOpacity, and is to be assigned to 'flashing' shaders like weapon's muzzleflashes.
By default, the game has very bright dynamic lights and bold chiaroscuro effects on models around dynamic lights combined with a bright muzzleflash that happens in almost a single frame which may be a seizure risk when repeated. This is a bad idea nowadays with high framerates.
Plans:
A new cvar, r_dynamicStrength (0-1), 1 being default, 0 being none as if it were off. Affects dynamic lights on models
A new cvar, r_flashOpacity, (0-1). 1 being default, 0 being off.
A new rgbGen identity clone, which is controlled by r_flashOpacity, and is to be assigned to 'flashing' shaders like weapon's muzzleflashes.