OpenArena / gamecode

The game code for the QVM-files
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[Brainstorming OAX b53.2 dev] Classic UI description texts for Display, Audio and Video. #337

Closed NeonKnightOA closed 6 months ago

NeonKnightOA commented 6 months ago

In #336 statusbar texts for Display, Audio and Video were implemented.

HOWEVER I'm not sold on my own descriptions for Display and Audio, and I cannot think of good description texts for Video that fit the following limits:

So, thread is open for suggestions.

The-Gig commented 6 months ago

Perhaps?

Lighting (r_vertexLight 0/1): Servers often enforce Lightmap (high quality), turning off your Vertex (low quality) setting.

Auto Vertex Light (cg_autoVertex 0/1): Automatically switches on Vertex (low quality) light mode whenever a server allows its usage.

(Switches "on" or "to"?)

The-Gig commented 6 months ago

Graphic settings: Choose a pre-set aiming for either quality or performance or change individual settings.

GL Driver: Default is the right value in most cases. Voodoo refers to old 3dfx video cards.

GL Extensions: Should be turned on. Turning off may help compatibility with some very old video cards.

Aspect ratio: Choose a monitor aspect ratio before choosing a screen resolution.

Screen Resolution: Higher resolutions bring higher image quality at the expense of performances.

Enable Fullescreen: Cycle between Fullscreen and Windowed modes.

Lighting mode: see previous message.

Flares: Glow+Lens flare effects. Nice, but in some maps may be a distraction or cause framerate drops.

Bloom: Glowing effects on some light sources and items. Can have a noticeable impact on performances.

(ALTERNATIVELY) Bloom: Glowing effects on some light sources and items. Requires Texture quality set to 32 bit.

Dynamic Lights: Allow shots, explosions, flying rockets etc. to light part of the arena. Doesn't work in Vertex.

Geometric Detail: Affects smoothness of curved surfaces and the distance where low polycount 3D models are used.

Texture Detail: Move to the right for better looking textures. Moving to left may improve performances a bit.

Texture quality: Set to 32 bit for best quality. Bloom effect works only if this is set to 32 bit.

Texture Filter: Choose Bilinear for best perfomance or Trilinear for best quality.

Anisotropy: Higher values allow textures to keep their quality at longer distances.

Note: Looking at some documentation, it looks like the GUI allows to select up to 8x, but the CVAR should also support r_ext_max_anisotropy 16. Maybe 16x should be added to the GUI, after a little bit of testing? I took some screenshots and seen the texture quality being better at long distances with higher values, but I need to take the screenshots again at higher resolution to better distinguish between 8 and 16.

[Partially OT]: In Game Server page, I think it should be "framerate dependEnt", not "dependAnt", right?