diff --git a/code/renderer/tr_init.c b/code/renderer/tr_init.c index 1bc6dd546..d6f5e7b17 100644 --- a/code/renderer/tr_init.c +++ b/code/renderer/tr_init.c @@ -1523,7 +1523,7 @@ static void R_Register( void ) ri.Cvar_CheckRange( r_mapGreyScale, "-1", "1", CV_FLOAT ); ri.Cvar_SetDescription(r_mapGreyScale, "Desaturate world map textures only, works independently from \\r_greyscale, negative values only desaturate lightmaps."); - r_subdivisions = ri.Cvar_Get( "r_subdivisions", "4", CVAR_ARCHIVE_ND | CVAR_LATCH ); + r_subdivisions = ri.Cvar_Get( "r_subdivisions", "1", CVAR_ARCHIVE_ND | CVAR_LATCH ); ri.Cvar_SetDescription(r_subdivisions, "Distance to subdivide bezier curved surfaces. Higher values mean less subdivision and less geometric complexity."); r_maxpolys = ri.Cvar_Get( "r_maxpolys", XSTRING( MAX_POLYS ), CVAR_LATCH ); @@ -1537,7 +1537,7 @@ static void R_Register( void ) r_lodCurveError = ri.Cvar_Get( "r_lodCurveError", "250", CVAR_ARCHIVE_ND ); ri.Cvar_CheckRange( r_lodCurveError, "-1", "8192", CV_FLOAT ); ri.Cvar_SetDescription( r_lodCurveError, "Level of detail error on curved surface grids. Higher values result in better quality at a distance." ); - r_lodbias = ri.Cvar_Get( "r_lodbias", "0", CVAR_ARCHIVE_ND ); + r_lodbias = ri.Cvar_Get( "r_lodbias", "-2", CVAR_ARCHIVE_ND ); ri.Cvar_SetDescription( r_lodbias, "Sets the level of detail of in-game models:\n -2: Ultra (further delays LOD transition in the distance)\n -1: Very High (delays LOD transition in the distance)\n 0: High\n 1: Medium\n 2: Low" ); r_znear = ri.Cvar_Get( "r_znear", "4", CVAR_CHEAT ); ri.Cvar_CheckRange( r_znear, "0.001", "200", CV_FLOAT ); diff --git a/code/renderer2/tr_init.c b/code/renderer2/tr_init.c index f04a8a9ed..5268d451c 100644 --- a/code/renderer2/tr_init.c +++ b/code/renderer2/tr_init.c @@ -1152,7 +1152,7 @@ static void R_Register( void ) ri.Cvar_SetDescription( r_simpleMipMaps, "Whether or not to use a simple mipmapping algorithm or a more correct one:\n 0: off (proper linear filter)\n 1: on (for slower machines)" ); r_vertexLight = ri.Cvar_Get( "r_vertexLight", "0", CVAR_ARCHIVE | CVAR_LATCH ); ri.Cvar_SetDescription( r_vertexLight, "Set to 1 to use vertex light instead of lightmaps, collapse all multi-stage shaders into single-stage ones, might cause rendering artifacts." ); - r_subdivisions = ri.Cvar_Get ("r_subdivisions", "4", CVAR_ARCHIVE | CVAR_LATCH); + r_subdivisions = ri.Cvar_Get ("r_subdivisions", "1", CVAR_ARCHIVE | CVAR_LATCH); ri.Cvar_SetDescription(r_subdivisions, "Distance to subdivide bezier curved surfaces. Higher values mean less subdivision and less geometric complexity."); r_greyscale = ri.Cvar_Get("r_greyscale", "0", CVAR_ARCHIVE | CVAR_LATCH); ri.Cvar_CheckRange( r_greyscale, "0", "1", CV_FLOAT ); @@ -1257,7 +1257,7 @@ static void R_Register( void ) r_lodCurveError = ri.Cvar_Get( "r_lodCurveError", "250", CVAR_ARCHIVE ); ri.Cvar_CheckRange( r_lodCurveError, "-1", "8192", CV_FLOAT ); ri.Cvar_SetDescription( r_lodCurveError, "Level of detail error on curved surface grids. Higher values result in better quality at a distance." ); - r_lodbias = ri.Cvar_Get( "r_lodbias", "0", CVAR_ARCHIVE ); + r_lodbias = ri.Cvar_Get( "r_lodbias", "-2", CVAR_ARCHIVE ); ri.Cvar_SetDescription( r_lodbias, "Sets the level of detail of in-game models:\n -2: Ultra (further delays LOD transition in the distance)\n -1: Very High (delays LOD transition in the distance)\n 0: High\n 1: Medium\n 2: Low" ); r_flares = ri.Cvar_Get ("r_flares", "0", CVAR_ARCHIVE ); ri.Cvar_SetDescription( r_flares, "Enables corona effects on light sources." ); diff --git a/code/renderervk/tr_init.c b/code/renderervk/tr_init.c index 874628121..6d7d0cd22 100644 --- a/code/renderervk/tr_init.c +++ b/code/renderervk/tr_init.c @@ -1548,7 +1548,7 @@ static void R_Register( void ) ri.Cvar_CheckRange( r_mapGreyScale, "-1", "1", CV_FLOAT ); ri.Cvar_SetDescription(r_mapGreyScale, "Desaturate world map textures only, works independently from \\r_greyscale, negative values only desaturate lightmaps."); - r_subdivisions = ri.Cvar_Get( "r_subdivisions", "4", CVAR_ARCHIVE_ND | CVAR_LATCH ); + r_subdivisions = ri.Cvar_Get( "r_subdivisions", "1", CVAR_ARCHIVE_ND | CVAR_LATCH ); ri.Cvar_SetDescription(r_subdivisions, "Distance to subdivide bezier curved surfaces. Higher values mean less subdivision and less geometric complexity."); r_maxpolys = ri.Cvar_Get( "r_maxpolys", XSTRING( MAX_POLYS ), CVAR_LATCH ); @@ -1562,7 +1562,7 @@ static void R_Register( void ) r_lodCurveError = ri.Cvar_Get( "r_lodCurveError", "250", CVAR_ARCHIVE_ND ); ri.Cvar_CheckRange( r_lodCurveError, "-1", "8192", CV_FLOAT ); ri.Cvar_SetDescription( r_lodCurveError, "Level of detail error on curved surface grids. Higher values result in better quality at a distance." ); - r_lodbias = ri.Cvar_Get( "r_lodbias", "0", CVAR_ARCHIVE_ND ); + r_lodbias = ri.Cvar_Get( "r_lodbias", "-2", CVAR_ARCHIVE_ND ); ri.Cvar_SetDescription( r_lodbias, "Sets the level of detail of in-game models:\n -2: Ultra (further delays LOD transition in the distance)\n -1: Very High (delays LOD transition in the distance)\n 0: High\n 1: Medium\n 2: Low" ); r_flares = ri.Cvar_Get ("r_flares", "0", CVAR_ARCHIVE_ND ); ri.Cvar_SetDescription( r_flares, "Enables corona effects on light sources." );