Texture Quality
Browsing 20 commands in this category.
Controls the level of detail for map textures. Increasing flattens to clay (easy spot enemies); 0 sharp. Pros usually use 5 or above to smooth out map textures in order to see enemy models easier.
Sets the OpenGL texture filtering method. Controls how smoothly textures blend as they recede into the distance. Texture filter: nearest pixel; linear sharp; trilinear smooth. Linear_mipmap_nearest pros for edge clarity.
Sets the video color depth bits. Lowering this to 16-bit was popular in 1999 for performance, today 32 full range, no banding.
Sets the texture color depth. Always leave at 32-bit for crisp display.
Defines the precision of Z-buffering (how the engine calculates depth). Keeping this at 32 prevents 'Z-fighting' where textures flicker rapidly when overlapping.
Adds a high-frequency 'grain' layer over surfaces up close. Pros highly recommend turning this Off, as it adds unnecessary visual noise that makes tracking enemies harder.
Determines the polygon count for curved surfaces. Setting this to 80 turns smooth curves (like pipes or arches) into flat, angled faces. Pros use 80 because flat surfaces make grenade bounce angles perfectly predictable.
Controls the geometric complexity of player and weapon models (Model detail threshold). Setting this to -2 ensures player models render at maximum visual size, matching their hitboxes more accurately.
Adjusts how quickly models drop to a lower Level of Detail as they move further away. Keep at default to prevent models from distorting strangely at a distance.
Enables faster, simplified mipmap computation with negligible visual impact. Pros turn on for minor FPS gains and smoother rendering on demanding maps.
Allocates stencil buffer memory for dynamic volumetric shadows (requires cg_shadows 2). Pros set to 0 to eliminate shadows entirely, reducing visual clutter for superior enemy tracking.
Allows use of GPU OpenGL extensions for advanced rendering (multitexture, etc.). Must be on for modern perf/features; off legacy debug.
Completely disables all curved surface rendering, forcing the map into jagged polygons. Most pros prefer adjusting r_subdivisions to 80 instead of hard-toggling this.
Disables backface culling, forcing the engine to render hidden polygon sides—causes severe FPS drops and visual artifacts with no gameplay benefit. Always keep Off (0) for optimal performance and clean rendering, as universal in pro configs.
Rounds down texture dimensions to the nearest power of 2. Essential for proper OpenGL texture mapping without visual glitches.
Allows the engine to skip rendering brush faces that are completely obscured. Essential for proper engine rendering.
Compresses texture files to save VRAM. Should always be left Off, as compression can introduce ugly visual artifacts.
Enables the GPU to render multiple textures in a single pass. Vital for proper modern OpenGL performance.
Allows the engine to send batched geometry data to the GPU memory. Must remain On for proper game rendering.
Enables additive blending in OpenGL instead of restrictive multiplicative blending. Required for proper lighting effects.