Difference between revisions of "Ultra high settings"

From Team Fortress Wiki
Jump to: navigation, search
m (Correct term)
m (@GrampaSwood maybe finish your comments you idiot!!!!!!)
 
(24 intermediate revisions by 10 users not shown)
Line 1: Line 1:
[[Image:Tf2compare1pp2.jpg|400px|thumb|Comparison]]
+
'''Ultra high settings''' is an informal term which refers to high-fidelity graphic settings which cannot be enabled through in-game menus, but rather through [[Console|console variables]] (also known as "cvars") or launch flags. Because enabling these settings can cause heavy GPU and CPU usage, their use is mostly media-oriented, such as when taking [[Help:Taking Screenshots|screenshots]] and producing video content such as [[machinima]]s.
  
'''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]].  
+
== mat_picmip ==
 +
[[File:Tf2compare1pp2.jpg|400px|thumb|Comparison of {{code|mat_picmip}} levels.]]
 +
The console command {{code|mat_picmip}} controls texture resolution and has one of the biggest visual "gains". It accepts values from '2' to '-10', 2 being the worst quality and -10 being the best (refer to the comparison image).
  
Some of the below settings may require the command <code>sv_cheats 1</code> to be enabled.  
+
The reason why some textures could see vast improvements in quality is because with the initial release of the Orange Box, Valve added a resource data system to the [[vdc:Valve Texture Format|Valve Texture Format]], which could be used to set the default quality of a texture to one lower than that of the texture file. This means that an offset can be induced at the baseline quality level ({{code|mat_picmip 0}} is the highest), and mat_picmip -1 ("very high") makes textures go one mip level up if they are set to be using a lower mip level in the VTF — which is the case for some of TF2's world textures, and most of its very small props, for video memory optimization purposes.
  
== mat_picmip (Obsolete) ==
+
== Level of detail ==
'''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.
+
With the default value of '-1', the game lowers the level of detail on objects at a distance from the camera to increase performance. Setting {{code|r_lod}} to '0' disables this, forcing the game to display a constant level of detail of each model regardless of distance. With the variable {{code|r_rootlod}} also being set to the maximum of '0', the game always uses the highest level of detail for models.
  
As of the {{Patch name|6|10|2010}}, 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.
+
== cl_new_impact_effects ==
 +
If {{code|cl_new_impact_effects}} is set to '1', [[Source Engine]]'s updated, threaded particle system (as opposed to the original engine's system) is used to render bullet impact effects. The results are most noticeable on glass.
  
The reason why some textures could see vast improvements in quality is because with the initial release of the Orange Box, [https://developer.valvesoftware.com/wiki/Valve_Texture_Format Valve added a resource data system to the Valve Texture Format], which could be used to set the "default" quality of a texture to a lower mipmap level. This means that an offset can be induced at the baseline quality level (mat_picmip 0 is the highest), and mat_picmip -1 ("very high") will make textures go one mip level up if they are set to be using a lower mip level in the VTF — which is the case for some of TF2's world textures, and most of its very small props, for video memory optimization purposes.
+
== cl_burninggibs ==
 +
Setting {{code|cl_burninggibs}} to '1' causes the [[gibs]] from players who are killed while on fire to display fire effects.
  
== mp_usehwmmodels and mp_usehwmvcds ==
+
== Disable Texture Streaming ==
[[Image:Mp usehwmmodels.jpg|300px|thumb|right|An example of HWM models.]]
+
Adding {{code|-no_texture_stream}} in the [[Scripting#Launch_Options|Steam launch options]] for the game disables '''texture streaming''', forcing the game to always load high quality textures for objects. This makes [[decorated]] weapons appear sharp and clear the moment they are rendered.
  
Setting '''mp_usehwmmodels''' and '''mp_usehwmvcds''' to '1' enables the '''h'''ardware '''m'''orphs 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 none of the models will have their heads colored when covered in [[Jarate]] (doesn't count for Pyro).
+
Texture streaming was added in the [[Tough Break Update]] to maintain support and performance of older systems, as loading weapon skins could cause stuttering on systems with limited memory. It also helps load the game faster as it loads textures on the fly as they appear, rather than preloading them. A side effect of texture streaming is that certain textures appear with lower quality mipmap levels (and thus are visually blurry) for the first few seconds of them being in view. This mainly affects skinned weapons, and the Engineer's blueprints that appear when using the build tool.  
 +
<!-- Uncomment this if the commands are added back
  
Note: as of testing these cvars and using "developer 2" to print loaded models to the console, these cvars appear not to work any more. Instead, the game always loads non-hwm models now (as of 3/15/14).
+
=== mp_usehwmmodels and mp_usehwmvcds ===
 +
[[File:Mp usehwmmodels.png|300px|thumb|right|A Heavy using HWM models.]]
  
== cl_burninggibs ==
+
Setting the console commands {{code|mp_usehwmmodels}} and {{code|mp_usehwmvcds}} to '1' used to force usage of the '''h'''ard'''w'''are '''m'''orph versions of player models, as seen in the [[Meet the Team]] videos. This made player models more detailed and gives them more realistic facial expressions. It did not work for the [[Pyro]], and none of the head models that work are correctly colored when covered in [[Jarate]].
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 ==
+
As of testing conducted on March 15, 2014, although these commands are still present, they no longer function, and the game always loads the default player models.
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)
+
* [[Level of detail]]
 
* [[Model optimization]]
 
* [[Model optimization]]
  
 
[[Category:Customization]]
 
[[Category:Customization]]

Latest revision as of 11:57, 18 May 2023

Ultra high settings is an informal term which refers to high-fidelity graphic settings which cannot be enabled through in-game menus, but rather through console variables (also known as "cvars") or launch flags. Because enabling these settings can cause heavy GPU and CPU usage, their use is mostly media-oriented, such as when taking screenshots and producing video content such as machinimas.

mat_picmip

Comparison of mat_picmip levels.

The console command mat_picmip controls texture resolution and has one of the biggest visual "gains". It accepts values from '2' to '-10', 2 being the worst quality and -10 being the best (refer to the comparison image).

The reason why some textures could see vast improvements in quality is because with the initial release of the Orange Box, Valve added a resource data system to the Valve Texture Format, which could be used to set the default quality of a texture to one lower than that of the texture file. This means that an offset can be induced at the baseline quality level (mat_picmip 0 is the highest), and mat_picmip -1 ("very high") makes textures go one mip level up if they are set to be using a lower mip level in the VTF — which is the case for some of TF2's world textures, and most of its very small props, for video memory optimization purposes.

Level of detail

With the default value of '-1', the game lowers the level of detail on objects at a distance from the camera to increase performance. Setting r_lod to '0' disables this, forcing the game to display a constant level of detail of each model regardless of distance. With the variable r_rootlod also being set to the maximum of '0', the game always uses the highest level of detail for models.

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) is used to render bullet impact effects. The results are most noticeable on glass.

cl_burninggibs

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

Disable Texture Streaming

Adding -no_texture_stream in the Steam launch options for the game disables texture streaming, forcing the game to always load high quality textures for objects. This makes decorated weapons appear sharp and clear the moment they are rendered.

Texture streaming was added in the Tough Break Update to maintain support and performance of older systems, as loading weapon skins could cause stuttering on systems with limited memory. It also helps load the game faster as it loads textures on the fly as they appear, rather than preloading them. A side effect of texture streaming is that certain textures appear with lower quality mipmap levels (and thus are visually blurry) for the first few seconds of them being in view. This mainly affects skinned weapons, and the Engineer's blueprints that appear when using the build tool.

See also