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Renamed the reference mode to photo mode in the documentation.
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apanteleev committed Dec 20, 2019
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15 changes: 7 additions & 8 deletions doc/client.md
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Expand Up @@ -738,16 +738,15 @@ Enables display of the GPU profiler, i.e. rendering time distribution between pa
Default value is 0.

#### `pt_accumulation_rendering`
Controls whether accumulation rendering (reference path tracing mode) should be used
Controls whether accumulation rendering (photo mode) should be used
when the game is paused, and how to handle the UI in that case. Default value is 1.

- 0 — disable accumulation rendering
- 1 — enable accumulation rendering and fade out the UI when it's done
- 2 — enable accumulation rendering and immediately hide the UI

#### `pt_accumulation_rendering_framenum`
Controls the number of frames that will be accumulated in the reference path
tracing mode. Default value is 500.
Controls the number of frames that will be accumulated in the photo mode. Default value is 500.

#### `pt_aperture`
Controls the size of the camera aperture for the Depth of Field effect, in world units.
Expand Down Expand Up @@ -796,8 +795,8 @@ Enables direct lighting from the sun. Default value is 1.
Controls if the Depth of Field effect should be used in various rendering modes:

- 0 — always disabled
- 1 — enabled only in the reference mode (default)
- 2 — enabled in the reference mode and when the denoiser is disabled
- 1 — enabled only in the photo mode (default)
- 2 — enabled in the photo mode and when the denoiser is disabled
- 3 — always enabled (_NOTE_: do not expect good image quality with the denoiser)

#### `pt_enable_beams`
Expand All @@ -819,7 +818,7 @@ Enables the sprite effects, such as explosions and BFG. Default value is 1.
#### `pt_fake_roughness_threshold`
Materials with roughness above this setting will be rendered with fake indirect
specular reflections in order to reduce noise. This setting does not affect the
reference path tracing mode. Set `pt_fake_roughness_threshold` to 1.02 or higher
photo mode. Set `pt_fake_roughness_threshold` to 1.02 or higher
to disable fake specular. Default value is 0.2.

#### `pt_focus`
Expand Down Expand Up @@ -879,8 +878,8 @@ mean blurrier textures. Default value is 0.
Switch for the experimental thick glass refraction feature. Default value is 0.

- 0 — assume all glass is infinitely thin and single-sided, with normal map on the visible side
- 1 — enable physically accurate thick glass refraction and reflection in the reference mode only
- 2 — enable accurate thick glass refraction in the reference mode, and less accurate in the real-time mode
- 1 — enable physically accurate thick glass refraction and reflection in the photo mode only
- 2 — enable accurate thick glass refraction in the photo mode, and less accurate in the real-time mode

#### `pt_water_density`
Extinction coefficient scaler for water, slime and lava. Higher values make water thicker.
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10 changes: 5 additions & 5 deletions readme.md
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Expand Up @@ -145,27 +145,27 @@ 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
## Photo Mode

When a single player game or demo playback is paused, normally with the `pause` key, the reference mode activates.
When a single player game or demo playback is paused, normally with the `pause` key, the photo 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
In addition to rendering higher quality images, the photo 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
Another feature of the photo 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
Settings for all these features can be found in the game 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).

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