
Connection, Framerate and Visual Tweaks
Framerate and Visual Tweaks
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We have compiled a variety of settings so
you can obtain the best compromise between FPS and visual quality for your
system. In order to use the tweaks you must add them to a text file called autoexec.cfg
in your Quake 4 'base' directory or test them at the console. See the FAQ
How do I access the console? for details on how to enable the console. Make
sure that you have setup your graphic card's driver options to give best performance
before using these tweaks, see the
Display and OpenGL Drivers section for more information. The Magic Number - 60 FPS Unlike previous games from id software in multiplayer you only need to achieve a steady frame rate of 60 FPS. Anything higher is simply ignored by Quake 4's world update and player movement code. This will help even the playing field in multiplayer as physics will be the same on all machines. There appear to be cvars and hints in the game (#define GAME_FPS 60 and com_fixedtic) that with a mod servers could possibly alter the default tic rate, even if that were the case all players would still be forced to the server's game tic. John Carmack of id sofware: "The game tic simulation, including player movement, runs at 60hz, so if it rendered any faster, it would just be rendering identical frames. A fixed tic rate removes issues like Quake 3 had, where some jumps could only be made at certain framerates. In Doom [and Doom engine games such as Quake4], the same player inputs will produce the same motions, no matter what the framerate is." Benchmarking NOTE: Quake4 does not ship with a singleplayer benchmark demo, until a demo is recorded use your own in place of the ??DemoName?? in step 3 of the singleplayer instructions. If you do not have access to a demo use the Built in Benchmark instructions. See the FAQ How do I record and playback demos? for details on how to record your own demos. You should always ignore the first benchmark result if you are not appending 'usecache' to the timedemo command. Quake 4 often pauses while loading models and textures for the first time. Singleplayer Demo Recording Benchmark 1) Load Quake 4 using the shortcut that enables the console 2) Open the console using the ' key below ESC or press CTRL+ALT+~ (US Keyboards) or CTRL+ALT+' (UK Keyboards) 3) Enter the command timedemo ??DemoName?? usecache 4) Wait until demo has finished and note your FPS Multiplayer Demo Recording Benchmark 1) Load Quake 4 using the shortcut that enables the console 2) Open the console using the ' key below ESC or press CTRL+ALT+~ (US Keyboards) or CTRL+ALT+' (UK Keyboards) 3) Enter the command playnettimedemo id_demo001 4) Wait until demo has finished and note your FPS
If you are just testing make sure that you do a writeconfig
Quake4Config.cfg followed by a
vid_restart after setting the cvars. Once you are happy with the tweaks
you must add them to a text file called autoexec.cfg
in your Quake 4 'base' directory Ultra High quality Medium quality Low quality |
| Best Visual Compromise / FPS Compromise
Config If you are having FPS problems this is the best all round config for singleplayer, offering a good compromise between visual quality and FPS. If you wish to try more tailored configs (excellent, high, medium and low) see our Tailored Configs page or create your own using the 'Display and Rendering Tweak Notes' section at the foot of this page. Create a text file called autoexec.cfg in your Quake 4 'Base' directory and cut/paste the relevant config text. IMPORTANT: Make sure that you let
Quake 4 autodetect (Settings |
System | AutoDetect Settings) the best setting
initially and then use the tweaks in your autoexec.cfg. If you do not the
textures can look a little washed out/flat/half-shaded as Quake 4 has not
set the cvar image_useNormalCompression (and possibly others such
as rendering/shading) correctly
for your hardware. |
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256 Megabyte Video Cards |
512 Megabyte Video Cards seta image_usePrecompressedTextures "0" seta image_useCompression "0" seta image_downSizeLimit "1024" seta image_ignoreHighQuality "0" seta image_downSizeBumpLimit "1024" seta image_downSizeSpecularLimit "256" seta image_downSizeBump "0" seta image_downSizeSpecular "0" seta image_downSize "0" seta image_lodbias "0" seta image_preload "1" seta r_useCachedDynamicModels "1" seta r_skipBump "0" seta r_skipPostProcess "0" seta r_skipSpecular "0" seta r_skipNewAmbient "1" seta r_multiSamples "0" seta r_useFastSkinning "0" seta r_shadows "0" seta r_useOptimizedShadows "1" seta r_useTurboShadow "1" seta g_projectilelights "1" seta g_skipParticles "0" seta g_decals "0" seta g_brassTime "0" seta g_muzzleFlash "1" seta g_doublevision "0" seta g_showPlayerShadow "0" seta g_skipItemShadowsMP "1" seta g_skipPlayerShadowsMP "1" seta image_anisotropy "1" seta ui_showGun "1" seta image_filter "GL_LINEAR_MIPMAP_NEAREST" seta s_maxSoundsPerShader "0" |
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64 Megabyte Video Cards |
128 Megabyte Video Cards seta image_usePrecompressedTextures "1" seta image_useCompression "1" seta image_downSizeLimit "512" seta image_ignoreHighQuality "1" seta image_downSizeBumpLimit "512" seta image_downSizeSpecularLimit "128" seta image_downSizeBump "1" seta image_downSizeSpecular "1" seta image_downSize "1" seta image_lodbias "0" seta image_preload "1" seta r_useCachedDynamicModels "1" seta r_skipBump "0" seta r_skipPostProcess "0" seta r_skipSpecular "0" seta r_skipNewAmbient "1" seta r_multiSamples "0" seta r_useFastSkinning "0" seta r_shadows "0" seta r_useOptimizedShadows "1" seta r_useTurboShadow "1" seta g_projectilelights "1" seta g_skipParticles "0" seta g_brassTime "0" seta g_decals "0" seta g_muzzleFlash "1" seta g_doublevision "0" seta g_showPlayerShadow "0" seta g_skipItemShadowsMP "1" seta g_skipPlayerShadowsMP "1" seta image_anisotropy "1" seta ui_showGun "1" seta image_filter "GL_LINEAR_MIPMAP_NEAREST" seta s_maxSoundsPerShader "0" |
| Display and Rendering
Tweak Notes Note: This section only contains useful cvars, if you want a more complete list see our cvars page. To experiment with / use these settings try them at the console or add them to a text file called autoexec.cfg in your Quake 4 'Base' directory. NOTE: Some of these cvars are only suitable for multiplayer. In singleplayer you must determine if the trade off for FPS is worth losing some of the visual effects. As a guideline, faster is generally (but not always) uglier than slower =) |
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| com_fixedtic |
Controls the games tic rate. Defaults
to 0, setting this to 1 or -1 will remove the 60 FPS cap for singleplayer.
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| com_videoram |
Holds the last detected amount of video
ram. Check this setting in game at the console, if it is incorrect
you may wish to set this to the correct amount of video ram. |
| g_brassTime |
Controls how long the 'brass' or 'cartridges'
are left on the ground when using weapons such as Machinegun and Shotgun.
May help with FPS when disabled. |
| g_decals |
Control if decals such as bullet holes, blood, burns on walls etc. are shown |
| g_doublevision |
Controls if your vision is affected
when you take damage. |
| g_forceModel |
In multiplayer these settings control display of
enemy and friendly player models. Forcing models can help FPS with
systems low on graphics card memory and visibility. Models with
'bright' appended are the new bright skin models avilable in patch 1.1
final or above.
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| g_muzzleFlash |
Controls muzzle flashes when you or
the enemy fires a weapon. |
| g_projectileLights |
Control if projectiles such as fireballs,
etc. create dynamic lights or particles when fired (unconfirmed) |
| g_simpleItems |
Controls how items such as ammunition and weapons are
rendered. Setting this to 1 can greatly help FPS on CPU limited systems and
overall visibility.
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| g_showPlayerShadow |
Controls your player shadow in singleplayer
and multiplayer (MP) |
| g_skipFX |
Controls if additional in game graphic
effects are used. |
| g_skipItemShadows |
Controls item shadows in multiplayer |
| g_skipViewEffects |
Controls damage and other view effects |
| image_anisotropy |
Sets the maximum texture anisotropy
if |
| image_downSize |
Controls resizing of standard textures.
Helpful if your video card has less than 256 megabyte of video ram 64 megabyte video cards |
| image_downSizeBump |
Controls resizing of textures for bump
maps. Helpful if your video card has less than 256 megabyte of video
ram 64 megabyte video cards |
| image_downSizeSpecular |
Controls resizing of textures for specualr
highlights. Helpful if your video card has less than 256 megabyte
of video ram 64 megabyte video cards |
| image_filter |
Changes texture filtering used for
mipmapped images |
| image_ignoreHighQuality |
Controls high quality settings on materials.
Can give a minor FPS gain in singleplayer |
| image_lodbias |
Controls lod bias on mipmapped images |
| image_useCache |
Controls memory set aside for temporary
loading of full-sized precompressed images and files. 768 Megabytes of RAM |
| image_useCompression |
Determines if textures are used compressed. |
| image_useNormalCompression |
Determines how normal textures are
compressed. |
| pm_runbob |
Controls 'bobbing' up/down/side movement
of player. Can help if you get motion sickness |
| r_brightness |
Does not affect FPS, helps with brightness. |
| r_forceambient |
The r_forceambient controls how lights are drawn by
the game engine. Any light below a set threshold will be skipped. This
will dramatically increase FPS and particularly
helps with CPU limited systems |
| r_gamma |
Does not affect FPS, helps with brightness,
do not set this too high or colours will become washed out. See r_lightscale. |
| r_lightDetailLevel |
Controls the threshold at which lights
are drawn. Any light below this threshold is skipped. This particularly
helps with CPU limited systems |
| r_lightscale |
Does not affect FPS, helps with brightness
and raises the intensity of all colours. |
| r_Multisamples |
Controls the amount of antialiasing. Set to 0, 2, 4, 8, or 16 with the lower number being faster and the
higher number being slower. Not all cards will support 8 or 16 settings. |
| r_shadows |
Enables or disables shadows, very high
FPS gain with the drawback losing shadows generated by enemies and
objects. |
| r_skipBlendLights |
Skip all blending of lights, not worth
the negligible FPS gain in singleplayer |
| r_skipBump |
Controls bump mapping, can be set so
that Quake 4 displays a flat surface instead of a 'raised' surface
on textures. Setting to 0 can help with CPU limited systems as Quake 4 requires localised
world lights with bump mapping enabled. |
| r_skipDynamicTextures |
Do not dynamically create textures,
can cause problems with in game videos. Best to leave at 0 for singleplayer. |
| r_skipFogLights |
Skip all fog lighting, negligible FPS
gain. |
| r_skipNewAmbient |
Controls the rendering of special effects
such as heat haze. |
| r_skipOverlays |
Skip overlay surfaces on textures.
Negligible FPS gain. |
| r_skipPostProcess |
Skip all post-process rendering such
as distortion on windows glass / etc. FPS gain on some systems. |
| r_skipSpecular |
Uses black for specular lighting. Specular
lighting adds additional lighting
to a texture's surface. Not worth the minor FPS gain in singleplayer.
In multiplayer setting to 0 can help with CPU limited systems. |
| r_skipTranslucent |
Controls translucent interaction rendering
such as the loading bar and logos on containers. FPS gain on some
systems. |
| r_useCachedDynamicModels |
Controls dynamic model loading, if
set to 1 the game will use its memory cache for models. |
| r_useDepthBoundsTest |
Specific to Nvidia hardware and enables UltraShadow II’s depth bounds test feature for 5x00/6x00/7x00 cards. Defaults to enabled (1) in Quake4. Set to 1(faster) or 0(slower) |
| r_useOptimizedShadows |
Determines if static shadow volumes
are used rather than calculated in real time |
| r_useSMP |
Enables or disables use of threading for
HyperThreading enabled or Dual Core processors such as AMD X2 and
Pentium 4 HT. This can cause stuttering and or stability issues on
some systems. See our FAQ |
| r_useTurboShadow |
Use a faster technique for generating dynamic shadows. This may cause loss of shadows on systems with older display drivers. Set to 1(faster) or 0(slower) |
| ui_showGun |
Shows or hides your on screen gun model. |
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