Difference between revisions of "Video setup"

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:*'''''Brightness''''' is a slider to adjust [[Wikipedia:Luma_(video)|brightness]] of the display.
 
:*'''''Brightness''''' is a slider to adjust [[Wikipedia:Luma_(video)|brightness]] of the display.
  
===Pixel Doubling===
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===Pixel Doubling - Software===
 
:'''''Pixel Doubling''''' is the correct terminology for the '''''Detail''''' option in the original game's option menu, with '''Off''' corresponding to High Detail and '''On''' to Low Detail. When enabled, this setting cuts the amount of detail on screen in half by drawing the game viewport at half the current resolution then doubling the pixels from 1x1 to 2x2. This option only appears for the Classic renderer and is recommended to be '''Off''' at all times unless the hardware you are using is incredibly weak making this a necessity.
 
:'''''Pixel Doubling''''' is the correct terminology for the '''''Detail''''' option in the original game's option menu, with '''Off''' corresponding to High Detail and '''On''' to Low Detail. When enabled, this setting cuts the amount of detail on screen in half by drawing the game viewport at half the current resolution then doubling the pixels from 1x1 to 2x2. This option only appears for the Classic renderer and is recommended to be '''Off''' at all times unless the hardware you are using is incredibly weak making this a necessity.
  
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:*'''''Aspect Ratio''''' is an adjustment for the selected screen resolution. 'Auto' is recommended for most systems. Other options are ''Old Reg''ular and ''Old Wide''.
 
:*'''''Aspect Ratio''''' is an adjustment for the selected screen resolution. 'Auto' is recommended for most systems. Other options are ''Old Reg''ular and ''Old Wide''.
 
:*'''''Ambient Light Level''''' is a slider that adjusts the visibility of the game. Depending on the selected screen resolution is affects the visibility of the scene and objects within.
 
:*'''''Ambient Light Level''''' is a slider that adjusts the visibility of the game. Depending on the selected screen resolution is affects the visibility of the scene and objects within.
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:'''''Texture Filter''''' It reduces the 'boxes' seen of the textures when you come close to a wall. Six filter types are available, ''Nearest'' (basic), ''Nearest-MM-Nearest'', ''Nearest-MM-Linear, ''Linear'', ''Bilinear'' and ''Trilinear'' (the best to smooth the mipmap gradients). Note: If the High Resolution pack is not used, those filters give the impression to blur the game only.
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:'''''Renderer Setup''''' opens to the the following sub-menu when in the OpenGL mode:
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*'''''Aspect Ratio''''' is an adjustment for the selected screen resolution. 'Auto' is recommended for most systems. Other options are Old Regular and Old Wide.
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*'''''Ambient Light Level''''' the slider adjusts the illumination of the game. Depending on the selected screen resolution is affects the visibility of the scene and objects within.
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*'''''Anisotropic Filtering''''' means filter (sharpen) distant scenes viewed from an angle. The setting may be overwritten by your video driver, if not, the higher the value the harder the video card must work. What is available is ''2x''(2:1), 4x(4:1), 8x(8:1), 16x(16:1) and 'None'.
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*'''''Use Vsync''''' If left to ''YES'' it avoids tearing the screens. Only if your video card can not handle the resulting frame rate should it be set to ''NO''.
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*'''''Enable Highres Textures''''' When set to Yes utilizes the High Resolution pack textures and models, and the other related options:
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:* '''''Highres Texture Quality''''' is slider for fine tune the sharpeness of the textures.
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:* '''''PreLoad Map Textures''''' is a toggle to either preload the textures (ON) before playing the map or loading them during play (OFF).
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:* '''''Use Texture Cache''''' with either ''ON'' or ''Compressed''. This currently works only for nVidia Cards, AMD users should leave this to ''OFF''
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:*'''''Use Detailed Textures''''' is an option to use the high resolution tiles or the lower resolution tiles of the HRP pack.
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*'''''Use Models''''' a toggle to either use the original sprites od the game or the newly created models in the HRP set.
  
 
[[Category:EDuke32 end-user documentation]]
 
[[Category:EDuke32 end-user documentation]]

Revision as of 14:32, 6 May 2012