Difference between revisions of "Ultra high settings"

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[[Image:Tf2compare1pp2.jpg|400px|thumb|A comparison.]]
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[[Image:Tf2compare1pp2.jpg|400px|thumb|Comparison]]
Ultra high setting are "hidden" graphic settings which cannot be enabled through the game's menus. Because enabling all of these settings can cause heavy GPU and CPU usage, their use is mostly suited to [[Help:Taking Screenshots|screenshots]] and [[machinima]].  
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'''Ultra high settings''' are "hidden" graphic settings which cannot be enabled through the game's menus. Because enabling all of these settings can cause heavy GPU and CPU usage, their use is mostly suited to [[Help:Taking Screenshots|screenshots]] and [[machinima]].  
  
 
Some of the below settings may require the command <code>sv_cheats 1</code> to be enabled.  
 
Some of the below settings may require the command <code>sv_cheats 1</code> to be enabled.  
  
 
== mat_picmip [defunct] ==
 
== mat_picmip [defunct] ==
mat_picmip was the most well known and had one of the biggest visual "gains". This setting used numbers ranging from -10 to 4, -10 being the best quality and 4 being the worst. See the comparison image above.
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'''mat_picmip''' was the most well-known settings and had one of the biggest visual "gains". This setting used numbers ranging from -10 to 4, -10 being the best quality and 4 being the worst. See the comparison image above.
  
However, as of the [[June 10, 2010 Patch]], mat_picmip is locked between -1 and 4, corresponding to the settings which have always been available in the game's menu under the "Texture detail" dropdown. This was done to address "significant performance and instability issues" for some users.
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As of the [[June 10, 2010 Patch]], mat_picmip is locked between -1 and 4, corresponding to the settings which have always been available in the game's menu under the "Texture detail" dropdown. This was done to address "significant performance and instability issues" for some users.
  
 
== mp_usehwmmodels and mp_usehwmvcds ==
 
== mp_usehwmmodels and mp_usehwmvcds ==
[[Image:Mp usehwmmodels.jpg|300px|thumb|right|An example of HWM models]]
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[[Image:Mp usehwmmodels.jpg|300px|thumb|right|An example of HWM models.]]
Setting mp_usehwmmodels and mp_usehwmvcds to "1" enables the high polygon versions of the player models, as seen in the "Meet the" videos. This makes player models more detailed, and gives them more realistic facial expressions. However, it does not work for the [[Pyro]], plus all of the models will not have their heads colored when covered with [[Jarate]].
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Setting '''mp_usehwmmodels and mp_usehwmvcds''' to '1' enables the high polygon versions of the player models, as seen in the [[Meet the Team]] videos. This makes player models more detailed and gives them more realistic facial expressions. It does not work for the [[Pyro]], and all of the models will not have their heads colored when covered with [[Jarate]].
  
 
== cl_burninggibs ==
 
== cl_burninggibs ==
Setting this command to "1" will cause gibs from players who are killed while on fire to display fire effects.
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Setting '''cl_burninggibs''' to '1' will cause the [[gibs]] from players who are killed while on fire to display fire effects.
  
 
== cl_new_impact_effects ==
 
== cl_new_impact_effects ==
If set to "1", this uses the Source Engine's updated, threaded particle system (as opposed to the original engine's system) to render bullet impact effects. The results are most noticeable on glass.
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If '''cl_new_impact_effects''' is set to '1', [[Source Engine]]'s updated, threaded particle system (as opposed to the original engine's system) will be used to render bullet impact effects. The results are most noticeable on glass.
  
 
== r_lod ==
 
== r_lod ==
By default (r_lod "-1"), the game lowers the level of detail on objects at a distance from the camera, to save on framerate. Setting r_lod to "0" disables this, forcing the game to always display the highest detail version of each model.
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By default (r_lod '-1'), the game lowers the level of detail on objects at a distance from the camera to save on framerate. Setting '''r_lod''' to '0' disables this, forcing the game to always display the highest detail version of each model.
  
 
== See also ==
 
== See also ==
 
* [[LOD]] (level of detail)
 
* [[LOD]] (level of detail)
* [[Model Optimization]]
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* [[Model optimization]]
  
 
[[Category:Customization]]
 
[[Category:Customization]]

Revision as of 13:31, 11 October 2011

Comparison

Ultra high settings are "hidden" graphic settings which cannot be enabled through the game's menus. Because enabling all of these settings can cause heavy GPU and CPU usage, their use is mostly suited to screenshots and machinima.

Some of the below settings may require the command sv_cheats 1 to be enabled.

mat_picmip [defunct]

mat_picmip was the most well-known settings and had one of the biggest visual "gains". This setting used numbers ranging from -10 to 4, -10 being the best quality and 4 being the worst. See the comparison image above.

As of the June 10, 2010 Patch, mat_picmip is locked between -1 and 4, corresponding to the settings which have always been available in the game's menu under the "Texture detail" dropdown. This was done to address "significant performance and instability issues" for some users.

mp_usehwmmodels and mp_usehwmvcds

File:Mp usehwmmodels.jpg
An example of HWM models.

Setting mp_usehwmmodels and mp_usehwmvcds to '1' enables the high polygon versions of the player models, as seen in the Meet the Team videos. This makes player models more detailed and gives them more realistic facial expressions. It does not work for the Pyro, and all of the models will not have their heads colored when covered with Jarate.

cl_burninggibs

Setting cl_burninggibs to '1' will cause the gibs from players who are killed while on fire to display fire effects.

cl_new_impact_effects

If cl_new_impact_effects is set to '1', Source Engine's updated, threaded particle system (as opposed to the original engine's system) will be used to render bullet impact effects. The results are most noticeable on glass.

r_lod

By default (r_lod '-1'), the game lowers the level of detail on objects at a distance from the camera to save on framerate. Setting r_lod to '0' disables this, forcing the game to always display the highest detail version of each model.

See also