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Added some documentation for the new reference mode features.
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apanteleev committed Dec 6, 2019
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2 changes: 2 additions & 0 deletions changelog.md
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**New Features:**

* Added support for Depth of Field in reference path tracing mode.
* Added free camera controls when the game is paused. See the [Readme](readme.md) for more information.

**Fixed Issues:**

* Fixed a crash that happened at map load time when a custom map has no analytic lights.
* Reduced the noise in the `biggun` map next to the barred windows.
* Reduced the noise from yellow lamps next to the entrance of the `jail4` map at night.

## 1.2.1

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3 changes: 3 additions & 0 deletions doc/client.md
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#### `pt_focus`
Sets the distance to the focal plane for the Depth of Field effect.

#### `pt_freecam`
Enables free floating camera when the game is paused. Default value is 1.

#### `pt_light_stats`
Enables an experimental algorithm that improves light sampling quality by
counting rays that hit or missed a particular light from a given BSP cluster.
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24 changes: 24 additions & 0 deletions readme.md
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Music playback support is using code adapted from the [Yamagi Quake 2](https://www.yamagi.org/quake2/) engine.

## Reference Path Tracing Mode

When a single player game or demo playback is paused, normally with the `pause` key, the reference mode activates.
In this mode, denoisers and some other real-time rendering approximations are disabled, and the image is produced
using accumulation rendering instead. This means that the engine renders the same frame hundreds or thousands of times,
with different noise patterns, and averages the results. Once the image is stable enough, you can save a screenshot.

In addition to rendering higher quality images, the reference mode has some unique features. One of them is the
**Depth of Field** (DoF) effect, which simulates camera aperture and defocus blur, or bokeh. In contrast with DoF effects
used in real-time renderers found in other games, this implementation computes "true" DoF, which works correctly through reflections and refractions, and has no edge artifacts. Unfortunately, it produces a lot of noise instead, so thousands
of frames of accumulation are often needed to get a clean picture. To control DoF in the game, use the mouse wheel and
`Shift/Ctrl` modifier keys: wheel alone adjusts the focal distance, `Shift+Wheel` adjusts the aperture size, and `Ctrl` makes
the adjustments finer.

Another feature of the reference mode is free camera controls. Once the game is paused, you can move the camera and
detach it from the character. To move the camera, use the regular `W/A/S/D` keys, plus `Q/E` to move up and down. `Shift` makes
movement faster, and `Ctrl` makes it slower. To change orientation of the camera, move the mouse while holding the left
mouse button. To zoom, move the mouse up or down while holding the right mouse button. Finally, to adjust camera roll,
move the mouse left or right while holding both mouse buttons.

Settings for all these features can be found in the Video menu. To adjust the settings from the console, see the
`pt_accumulation_rendering`, `pt_dof`, `pt_aperture`, `pt_freecam` and some other similar console variables in the
[Client Manual](doc/client.md).

## MIDI Controller Support

The Quake II console can be remote operated through a UDP connection, which
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