Q2 Config-O-Matic

Generating an R1GL config

VariableValueDefaultDescription
gl_ext_texture_filter_anisotropic 0 (Disabled)
1 (Enabled)
0 Enable anisotropic filtering. This makes textures that are viewed at a distance much clearer. Hardware support required.
gl_ext_max_anisotropy 2 The level of anisotropic filtering applied if enabled. Must be a power of 2 (ie, 2, 4, 8, 16). Maximum value on most cards is 16, the higher the amount of filtering, the slower rendering will be.
gl_ext_multisample 0 (Disabled)
1 (Enabled)
0 Enable multisampling (FSAA). This makes jagged edges of models appear much smoother but makes quite a performance hit on some older video cards. Hardware support required.
gl_ext_samples 2 Number of samples per pixel to take for multisampling. Higher values give more smoothing at the expense of performance. Maximum value on most cards is 16.
gl_ext_nv_multisample_filter_hint nicest
fastest
fastest Select which multisampling kernel to use on NVIDIA cards. Nicest gives the best looking anti-aliasing at the expense of performance.
gl_ext_texture_non_power_of_two 0 (Disabled)
1 (Enabled)
0 Enable uploading of textures that are not a power of two. This is supported by most new cards, however it is disabled by default since some ATi drivers behave poorly with it enabled. Enabling this may speed up loading times.
gl_ext_occlusion_query 0 (Disabled)
1 (Enabled (no wait))
2 (Enabled (wait))
0 Enable support for occlusion queries to avoid rendering entities that are not visible. At this time, most cards that support this do not provide a significant performance boost to make it worthwhile. The 'no wait' setting ignores the occlusion query if it isn't ready by the time entities are ready to be drawn, 'wait' waits for the query to complete so hidden entities are never drawn. Hardware support required.
gl_zfar 8192 Control how far you are able to see in the world. Default Quake II GL renderer uses 4096 units, which results in some parts of maps not being visible at long distances. 8192 should be fine for almost all maps.
gl_hudscale 1 Multiply the size of the HUD elements (including chat text) by this value. Useful if you run at a high resolution and the HUD elements are too small. You may also want to enable gl_noscrap if using this.
gl_noscrap 0 (Disabled)
1 (Enabled)
0 Avoid using the scrap, a texture built up of smaller textures. If you see textures 'leaking' into other textures, especially if using HUD scaling, enable this.
gl_doublelight_entities 0 (Disabled)
1 (Enabled)
1 Apply modulate twice to entities. This follows the standard Quake II renderer behaviour, but causes models to be unrealistically shaded in places.
gl_overbrights 0 (Disabled)
1 (Enabled)
0 Enable overbright rendering. Overbrights causes textures to be drawn multiplied by themselves which gives a much more vivid appearance. Due to the brightness of some Quake II textures however, overbrights may look a little weird in places.
gl_coloredlightmaps 1 Amount of coloring from the lightmap that is used. Setting this to 0 disables all colors and lighting is greyscale. May be set anywhere between 0 and 1.
gl_texture_formats png jpg tga A list of image formats that are attempted for map textures before reverting to the original .wal.
gl_pic_formats png jpg tga A list of image formats that are attempted for images (console, HUD, etc) before reverting to the original .pcx.
gl_dlight_falloff 0 (Disabled)
1 (Enabled)
0 Enable smooth dynamic light falloff. This makes the edges of dynamic lights smoother but may make them appear less intense.
gl_defertext 0 (Disabled)
1 (Enabled)
0 Defer drawing of text until the end of the frame. This avoids extra texture swapping and can give a noticeable FPS improvement. Unfortunately this is not compatible with mods that require specific ordering of text and images such as OSP tourney.
vid_topmost 0 (Disabled)
1 (Enabled)
0 Force the OpenGL window to always be on top of all other windows. Usually this will happen anyway by default.
vid_forcedrefresh 0 Force a specific refresh rate to be used in fullscreen mode. Zero disables forced refresh rates. WARNING: Be sure your hardware supports the selected refresh rate in the resolution you run at before using this!
vid_optimalrefresh 0 (Disabled)
1 (Enabled)
0 Use the highest available refresh rate when running in fullscreen mode.
vid_flip_on_switch 0 (Disabled)
1 (Enabled)
0 Restore original desktop display settings when task switching out of Quake II.
vid_nowgl 0 (Disabled)
1 (Enabled)
0 Avoid using the Windows GL functions. This may be required with some very old or non-compliant OpenGL drivers. Disabling WGL prevents multisampling and some other features from working.

By default, only cvars that are changed from the default value will be included in the output. If you prefer, you can include all cvars in output.