Graphics
From the first menu, select SETUP
, then SYSTEM
. The first option
on the left is GRAPHICS
. You'll see:
GRAPHICS SETTINGS | NORMAL |
GL DRIVER | DEFAULT |
GL EXTENSIONS | ON |
VIDEO MODE | 640x480 |
COLOR DEPTH | DEFAULT |
FULLSCREEN | ON |
LIGHTING | LIGHTMAP |
GEOMETRIC DETAIL | HIGH |
TEXTURE DETAIL | 2/3 (slider) |
TEXTURE QUALITY | DEFAULT |
TEXTURE FILTER | BILINEAR |
These are the default settings. To speed things up, you can change some of them.
GRAPHICS SETTINGS | FASTEST |
The first one is GRAPHICS SETTINGS
. This adjusts a lot of the other
options and is used to make general changes. You don't have to touch this
one. It will change to CUSTOM
when
you change any of the other settings.
GL DRIVER | DEFAULT |
GL EXTENSIONS | ON |
The next two specify the OpenGL driver you are using and whether to use extended capabilities of the library. Don't touch these unless otherwise instructed by Tech Support. If you have a Voodoo card and the main driver doesn't work, you can use the Voodoo driver instead, but it isn't guaranteed to work as well (or look as good). The extensions should stay on, since it lets QIII use the hardware better.
VIDEO MODE | 640x480 |
This specifies how big you screen is. Smaller = faster. Don't go to 320x240
or 400x300
unless you absolutely
have to. 512x384
is OK and is supported
at speed by most OpenGL drivers. You'll have a smaller screen, but it
doesn't make that much of a difference.
COLOR DEPTH | 16-BIT |
This specifies how many colors the output is rendered with. 32-BIT
looks better, but 16-BIT
is faster.
Note: on some cards, the game speed is governed by fill-rate or the number of pixels that can be colored at a time and changing to 16-BIT doesn't affect speed very much. Make sure to test in both modes and see whether the trade-off is worth it.
FULLSCREEN | ON |
QIII can render into a window on your desktop if you want. Generally, this will be MUCH slower since the system can't shut off as many services as in full-screen mode. Leave it on.
LIGHTING | VERTEX |
This controls how QIII lights the maps. A game like QIII builds your
view out of polygons, then decides how they will be filled in. In general,
there are a few passes over each polygon to render it to its final
state. Less passes = more speed. LIGHTMAP
lighting entails another pass for each polygon since, in addition to the
basic texture it applies to a polygon, it also applies a lightmap texture.
QIII can also apply other texture to do environment mapping (where you
see reflections) and other effects. VERTEX
lighting is a much brighter view (no shadowy corners), which generally
doesn't look as good, but is much faster because it only uses one pass
per polygon (at least, it does in the final demo and game...there's a
bug in the DemoTest, but it is still faster).
GEOMETRIC DETAIL | LOW |
This controls the level of detail in the map and in the models (characters).
They look great on HIGH
, but make
the game slower. Go with LOW
(I'll
show more options to adjust this later).
TEXTURE DETAIL | 0% |
This controls the detail of the map and characters. If it's all the way up, everything is really sharp and has a LOT of detail. You don't need this detail to play the game, though. So, turn it all the way down, or down as far as you can stand (it gets kind of blurry the farther down you go).
TEXTURE QUALITY | 16-BIT |
Again, change original textures to 16-BIT for a speed increase. These textures take less memory, but don't look as nice (ranges of color aren't as good).
Note: on some cards, the game speed is governed by fill-rate or the number of pixels that can be colored at a time and changing to 16-BIT doesn't affect speed very much. Make sure to test in both modes and see whether the trade-off is worth it.
TEXTURE FILTER | BILINEAR |
This controls the degree of smoothing to do on a texture after it has
been applied to a model. Some shearing occurs within the texture and detail
can appear jagged and artificial if it's not smoothed. BILINEAR
filtering compare adjacent pixels and uses a color in-between to make
it look smoother. TRILINEAR
uses
4 adjacent pixels (I think) and smooths more. The tradeoff here isn't
immediately obvious. Some people don't like the overfiltered look. Most
cards do this all in hardware, so there is no speed loss for extra filtering.
Leave it at BILINEAR
to guarantee
fastest operation.