Difference between revisions of "Ultra high settings"

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(no_texture_stream is only a launch option, not a console command too)
(Refactored the page, and mat_picmip is no longer inconsistently described following edits after the July 7, 2022 patch)
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'''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]] 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]].
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== mat_picmip ==
 
[[File:Tf2compare1pp2.jpg|400px|thumb|Comparison]]
 
[[File:Tf2compare1pp2.jpg|400px|thumb|Comparison]]
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The console command '''mat_picmip''' controls texture resolution and has one of the biggest visual "gains". It accepts values from '4' to '-10', 4 being the worst quality and -10 being the best. See the comparison image above.
  
'''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]].  
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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 (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.
  
Some of the below settings may require the command <code>sv_cheats 1</code> to be enabled.  
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== r_lod ==
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By default (using 'r_lod -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 always display the highest detail version of each model regardless of distance.
  
== no_texture_stream ==
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== cl_new_impact_effects ==
Setting '''-no_texture_stream''' in Steam launch options disables '''Texture Streaming'''. Disabling Texture Streaming forces the game to load high quality textures of an object. This makes skinned weapons appear sharp and clean the second they appear. Texture Streaming was added in the [[Tough Break Update]]. Its purpose was to maintain support and performance of older systems. It also helps load the game faster as it loads or "streams" textures on the fly as they appear. A side effect of Texture Streaming is that certain textures will appear "blurry" or "low quality" 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.  
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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.
  
== mat_picmip ==
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== cl_burninggibs ==
'''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.
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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.
  
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 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.
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== Disable Texture Streaming ==
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Adding '''-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.
  
== mp_usehwmmodels and mp_usehwmvcds (defunct) ==
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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 will 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.  
[[File:Mp usehwmmodels.png|300px|thumb|right|An example of HWM models.]]
 
  
Setting '''mp_usehwmmodels''' and '''mp_usehwmvcds''' to '1' enables the '''h'''ard'''w'''are '''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).
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== Removed Features ==
  
Note: as of testing these cvars and using "developer 2" to print loaded models to the console, these cvars appear not to work anymore. Instead, the game always loads non-hwm models now (as of 3/15/14).
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=== mp_usehwmmodels and mp_usehwmvcds ===
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[[File:Mp usehwmmodels.png|300px|thumb|right|A Heavy using HWM models.]]
  
== cl_burninggibs ==
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Setting the console commands '''mp_usehwmmodels''' and '''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 did work were 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 ==
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As of testing conducted on March 03, 2014, although these commands are still present, they no longer function, and the game will always load the default player models.
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 ==
 
== See also ==

Revision as of 11:11, 8 July 2022

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 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 machinima.

mat_picmip

Comparison

The console command mat_picmip controls texture resolution and has one of the biggest visual "gains". It accepts values from '4' to '-10', 4 being the worst quality and -10 being the best. See the comparison image above.

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") 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.

r_lod

By default (using 'r_lod -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 always display the highest detail version of each model regardless of distance.

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.

cl_burninggibs

Setting cl_burninggibs to '1' will cause 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 will 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.

Removed Features

mp_usehwmmodels and mp_usehwmvcds

A Heavy using HWM models.

Setting the console commands mp_usehwmmodels and mp_usehwmvcds to '1' used to force usage of the HardWare Morph 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 did work were correctly colored when covered in Jarate.

As of testing conducted on March 03, 2014, although these commands are still present, they no longer function, and the game will always load the default player models.

See also