Open CS-PRO1 opened 5 years ago
CS 512 - default value 256 - minimum value
No the default is set to 256 in all Goldsrc titles..
No the default is set to 256 in all Goldsrc titles..
The value of gl_max_size is by default 512 and depends on the capabilities of your video card:
The correct value for your video card is taken from: C:\Program Files\Steam\steamapps\common\Half-Life\valve\hw[your video card].cfg
For the nVidia GeForce video card (geforce.cfg) gl_max_size "512" by default.
I used to have Geforce gpu and it was defaulted to 256 only. I dunno what's the case here
It depends on what the OpenGL driver reports as the renderer, which isn't necessarily your GPU if it's using the integrated card or if some hack/workaround/etc is causing it to report something else.
@10th's suggestions on #2374 are also worth considering, if anyone else has any comments on that.
@mikela-valve I totally agree with points there. But let's have the models cap higher up to 1024 (to make textures over 512p like 786x384 more useful and not scaled down..)
Default is 512 for me unless I have low vid quality mode set in cs 1.6 video settings for example.
I just noticed that in the beta, GoldSrc games now seem hardwired to gl_max_size 512, with no way to change it. You can alter the value to 256 in standard configs, hw/(graphics card/driver).cfg, or in console before first rendering the game, and you'll still always see relevant textures rendered at 512.
I switched back to the non-beta, and gl_max_size actually works again, where I can switch gl_max_size back to 256 if I wish and I'll see the differences in the textures.
I just noticed that in the beta, GoldSrc games now seem hardwired to gl_max_size 512, with no way to change it. You can alter the value to 256 in standard configs, hw/(graphics card/driver).cfg, or in console before first rendering the game, and you'll still always see relevant textures rendered at 512.
I switched back to the non-beta, and gl_max_size actually works again, where I can switch gl_max_size back to 256 if I wish and I'll see the differences in the textures.
This appears to have since been pushed to the standard build. This is a bit of a problem, because, as OP mentions, textures wider or taller than 512tx are technically valid, as long as you don't exceed 512² total texels, but gl_max_size
only cares about resolution, not texel count. Apparently 1024x512 was valid back in 2018 (according to some old TWHL discord messages)?
And yeah, there really aren't any GPUs that can run Steam Half-Life that struggle with 512x512 textures, and they all can technically handle higher-res textures; if someone wants to use a Voodoo 2 to play HL1, they'll be running a retail copy. It's probably safest to set the default gl_max_size
to 1024, since higher resolutions are an anomaly.
I don't know why it's still capped to 256p even though the highest supported resolution reaches 512p and sometimes reach resolutions like 786x384. HQ custom maps/models would look so bad if the value wasn't manually set to 512 or 1024. Now with PO2 scale down issue being fixed, this should also be changed.