Texture Quality

Browsing 17 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

Enables high-resolution detail textures (small-scale bump/grain overlays) on surfaces when viewed up close. Improves visual detail and realism on floors, walls, and objects at short range without affecting distant geometry.

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

Controls the global level-of-detail (LOD) distance scaling for models and geometry. 10 = default (balanced detail falloff). Higher values = models drop to lower detail sooner/farther away (cheaper rendering). Lower values = higher detail retained at distance (more GPU cost). Recommended: 10–20 for competitive play.

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 an 8-bit stencil buffer for advanced effects like dynamic shadows or decals (if supported). In modern QL, dynamic shadows are limited to simple blobs (cg_shadows 1) and do not require stencil. Pros always set to 0 to save VRAM and eliminate any shadow-related overhead.

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_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.