All I was really getting at was that i totally understand the desire for higher fps and better visibility, and my config does an exceptional job at both. I play UT3 at 1600x1200, and I play single player games like HL2 and Portal at 2048x1536.Ģnd edit: That came off more defensively than i meant for it to. I'm just saying that picmip is the ugliest way to get the job done, because the solutions to the same actual problems, (FPS/Visibility), has improved a lot since the late 90's.Įdit: I actually play all of my competitive fps games at 800圆00, not just q4 and qw, also d3, r1q2, q3, pk, etc. So I fully understand the need for reaction times and visibility. I play crysis smoothly at 1280x960 on very high settingsīUT, I play q4, and qw at 800圆00 because my NEC Multisync fe992 gets 160hz at that resolution, so I have a higher screen-refresh than any LCD will ever be capable of (within the next decade at least)Īnd when i started playing Q4, I was on an AMD 4000+ and a 7900GT (came out around the same time as Q4 did) ? I play with forceambient on and no bumpmaps on a computer that scores over 13k in 3dmark06.
#Kartrider 1015 update#
I'll update my posted config when i get off of work so that you can see what I'm talking about.Īlso, is your Q3 config available? I may be getting completely different results than you are. Whereas in Forceambient the opponent remains a VERY bright green against the much darker walls around them. In Q4 i have a similar setup.Įdit: Also, as for the difference between Vertex and Forceambient, is that Vertex lighting also affects the opponent, so that for all the lighting simplicity of the walls and floor and ceiling, the opponent is also *somewhat camouflaged into it. I can play with the all pink walls and see where everything is just fine in that. I'm not saying don't allow picmip, or don't allow vertex, but when I can't tell the depth from one wall to the next (when trying out picmip), then it's a damn good thing i already know the map, or else I'd be s.o.l.įrom what I've seen, the only game that gets the -0 texture right without thoroughly compromising clarity of surface location (not the pretty little details and wall art, but actually how far from it my opponent is), is Quakeworld.
I'm just saying that they're a poor alternative to a superior configuration option. I'm not at all suggesting that any options NOT be available. You can select either vertex or forceambient in Q4, and the washed out look that the vertex lighting gives is actually a hindrance in visibility in comparison to the forceambient.