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Proposal for overbright cvars #1289
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I think both proposals are sensible. |
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slipher
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1. Change cvars so that all overbright settings can easily be tested. The current overbright-related cvars have a wonky asymmetric design that can make it impossible to test a setting without editing the map. Fix that. With this commit we can use r_overbrightDefaultExponent (0-3) and r_overbrightDefaultClamp (on/off) to control the default settings when the map doesn't say anything, and one more cvar r_overbrightIgnoreMapSettings to make those cvar values override the worldspawn values even if present. In the worldspawn entity mapOverBrightBits can stay as is, but forceLegacyOverBrightClamping drops the "force" (since it is no longer a one-way switch) and renames to just overbrightClamping. 2. Set overbright clamping on by default. If nothing else we should be true to the intentions of the authors of our own official maps, who were definitely targeting a renderer with clamping. For older maps, the .ent file may be used in restoration efforts if non-default settings look better. Fixes DaemonEngine#1289.
slipher
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Change cvars so that all overbright settings can easily be tested. The current overbright-related cvars have a wonky asymmetric design that can make it impossible to test a setting without editing the map. Fix that. With this commit we can use r_overbrightDefaultExponent (0-3) and r_overbrightDefaultClamp (on/off) to control the default settings when the map doesn't say anything, and one more cvar r_overbrightIgnoreMapSettings to make those cvar values override the worldspawn values even if present. In the worldspawn entity mapOverBrightBits can stay as is, but forceLegacyOverBrightClamping drops the "force" (since it is no longer a one-way switch) and renames to just overbrightClamping. Fixes DaemonEngine#1289.
illwieckz
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Oct 17, 2024
Change cvars so that all overbright settings can easily be tested. The current overbright-related cvars have a wonky asymmetric design that can make it impossible to test a setting without editing the map. Fix that. With this commit we can use r_overbrightDefaultExponent (0-3) and r_overbrightDefaultClamp (on/off) to control the default settings when the map doesn't say anything, and one more cvar r_overbrightIgnoreMapSettings to make those cvar values override the worldspawn values even if present. In the worldspawn entity mapOverBrightBits can stay as is, but forceLegacyOverBrightClamping drops the "force" (since it is no longer a one-way switch) and renames to just overbrightClamping. Fixes #1289.
This has been fixed by #1364. Clamping wasn't enabled there by default, but the commit claims that it fixes this issue, so.. |
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I suggest (1) to change the overbright cvar semantics to facilitate testing, and (2) to retain overbright clamping behavior on by default. I don't expect (1) to be controversial, but we may endlessly argue (2) as it is a matter of taste.
1. Change cvars so that all overbright settings can easily be tested.
The current overbright-related cvars have a wonky asymmetric design that can make it impossible to test a setting without editing the map. We should fix that. Something like
r_overbrightDefaultExponent
(0-3) andr_overbrightDefaultClamp
(on/off) to control the default settings when the map doesn't say anything, and one more cvarr_overbrightIgnoreMapSettings
to make those cvar values override the worldspawn values even if present. In the worldspawn entitymapOverBrightBits
can stay as is, butforceLegacyOverBrightClamping
should drop the "force" (since it is no longer a one-way switch) and rename to justoverbrightClamping
or something.2. Set overbright clamping on by default.
If nothing else we should be true to the intentions of the authors of our own official maps, who were definitely targeting a renderer with clamping. For older maps, the
.ent
file may be used in restoration efforts if non-default settings look better. See the discussion below for more arguments on this topic.IRC discussion
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