Lighting & Post-Process
Browsing 25 commands in this category.
Master toggle for post-processing effects like Bloom (glow), Color Correction, and Vignette. Competitive players universally turn this Off to guarantee a perfectly crisp, predictable image without blinding glows, color shifts, or FPS drops during heavy combat.
Applies a cinematic color grading filter over the screen for stylized tones. Disable for raw, accurate colors that preserve enemy visibility and map contrast without artificial tints.
Applies a darkened radial shadow around the screen edges for 'cinematic depth'. Off maximizes peripheral brightness for spotting flanking enemies or powerups.
Creates a cinematic 'glow' effect around bright objects, explosions, rail trails, and lights. Off ensures sharp, readable projectiles and no distracting blur in fast fights.
Sets the luminance cutoff for bloom glow—low triggers widespread blur; high limits to extreme whites only. Higher values reduce over-glow for cleaner visuals.
Controls the strength and spread of bloom glow. Low keeps it subtle; high creates overwhelming halos that obscure details during explosions or rail trails.
Adjusts bloom glow color vibrancy—0.0 grayscale wash; higher adds neon intensity. Low prevents colorful distractions on bright maps.
Scales brightness of the base scene beneath bloom layers. Lower dims non-glow areas for contrast; higher evens overall exposure.
Sets color vibrancy of the scene under bloom. 0.0 monochrome map with glowing highlights; higher oversaturates for vivid but cluttered look.
Number of bloom blur filter iterations—more passes soften glow but hit FPS. Single pass sharpest for competitive clarity.
Replaces baked lightmaps/shadows with flat vertex lighting for even illumination. On eliminates hiding spots in shadows, revealing enemies consistently.
Developer mode rendering lightmaps only (black/white shadows, no textures). Off for normal play; on visualizes lighting for map analysis.
Enables real-time light casting from rockets/plasma on walls/floors. Off prevents flashing distractions and saves GPU for stable FPS.
Extends dynamic lights to illuminate polygon backs. Off optimizes performance without visible loss in forward-facing gameplay.
Controls the shadow drawn underneath players. 0 none (cleanest/FPS); 1 simple blob (distance cue); 2 stencil (accurate, costly). 0 or 1 preferred to avoid clutter.
Intensity of wraparound ambient light on objects. Higher reduces deep shadows for better visibility in corners without full washout.
Replaces animated sky/clouds/portals with solid flat color. On eliminates motion distractions and boosts FPS on sky-heavy maps.
Renders sun lens flare/glare in skyboxes. Off prevents blinding flashes that obscure distant enemies.
Adds a 'glare' or 'halo' effect to point-light sources and glowing projectiles. Off keeps rockets/plasma as clean spheres for precise tracking.
Diameter of lens flare halos in pixels. Larger more prominent; smaller subtler distractions.
Distance at which flares fully dissipate. Shorter quicker cleanup; longer persistent glow.
Enables the wavy visual distortion when submerged in water. This makes aiming underwater nearly impossible. Off provides clear aim for submerged fights/teleports.
Draws white puff animations coming from player models on cold maps. Off preserves clean silhouettes without particle noise.
Flashes the screen blindingly white when you take a teleporter. Off allows instant re-aim without disorientation.
Renders live video feeds on map screens (e.g., jumbotrons). Off replaces with static images for FPS/perf gains.