Texture Quality

Browsing 20 commands in this category.

r_picmip int

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.

r_textureMode string

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.

r_colorbits int

Sets the video color depth bits. Lowering this to 16-bit was popular in 1999 for performance, today 32 full range, no banding.

r_texturebits int

Sets the texture color depth. Always leave at 32-bit for crisp display.

r_depthbits int

Defines the precision of Z-buffering (how the engine calculates depth). Keeping this at 32 prevents 'Z-fighting' where textures flicker rapidly when overlapping.

r_detailtextures bool

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.

r_subdivisions int

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.

r_lodBias int

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.

r_lodscale int

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.

r_simpleMipMaps bool

Enables faster, simplified mipmap computation with negligible visual impact. Pros turn on for minor FPS gains and smoother rendering on demanding maps.

r_stencilbits int

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.

r_allowExtensions bool

Allows use of GPU OpenGL extensions for advanced rendering (multitexture, etc.). Must be on for modern perf/features; off legacy debug.

r_nocurves bool

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.

r_nocull bool

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.

r_roundImagesDown bool

Rounds down texture dimensions to the nearest power of 2. Essential for proper OpenGL texture mapping without visual glitches.

r_facePlaneCull bool

Allows the engine to skip rendering brush faces that are completely obscured. Essential for proper engine rendering.

r_ext_compressed_textures bool

Compresses texture files to save VRAM. Should always be left Off, as compression can introduce ugly visual artifacts.

r_ext_multitexture bool

Enables the GPU to render multiple textures in a single pass. Vital for proper modern OpenGL performance.

r_ext_compiled_vertex_array bool

Allows the engine to send batched geometry data to the GPU memory. Must remain On for proper game rendering.

r_ext_texture_env_add bool

Enables additive blending in OpenGL instead of restrictive multiplicative blending. Required for proper lighting effects.