diff --git a/changelog.md b/changelog.md index 1a26cf946..ba8a98374 100644 --- a/changelog.md +++ b/changelog.md @@ -5,11 +5,13 @@ **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 diff --git a/doc/client.md b/doc/client.md index 76f47db74..fc4b1dc51 100644 --- a/doc/client.md +++ b/doc/client.md @@ -804,6 +804,9 @@ to disable fake specular. Default value is 0.2. #### `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. diff --git a/readme.md b/readme.md index 67a55368c..d1de9a671 100644 --- a/readme.md +++ b/readme.md @@ -145,6 +145,30 @@ In the game, music playback is enabled when console variable `ogg_enable` is set 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