CVARs:Display

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These CVARs control various aspects of ZDoom's renderer and options relating to the in-game display.

See the CVARs article for general information on how to access and edit variables.


Contents


Game Options

Default: 0
If this cvar is non-zero, it draws a crosshair. If this cvar is negative, the crosshair is translucent, otherwise it is opaque. The specific crosshair drawn depends on the value of this cvar.
Default: true
When true, the crosshair's color reflects your current health. Green is healthy, red is near death, and intermediate colors are somewhere in between. Set this to false, if you want the crosshair to have a constant color (specified by the crosshaircolor cvar) instead.
Default: "ff 00 00"
This is the crosshair's color if crosshairhealth is false.
Default: false
Set this to true if you want the crosshair to temporarily enlarge each time you pick up an item.
Default: false
Set this to true if you want the crosshair to always appear the same size at all resolutions. Leaving it at false causes the crosshair to be drawn normally.
Default: 1024
This is the maximum number of decals that can exist in the game at one time. Decals are graphics that are placed on walls in response to blood splatter and projectile impacts. Setting this to 0 will disable decals entirely. This CVAR can be set to a maximum value of 2,147,483,647 which would allow an infinite number of decals for all intents and purposes. Be aware, however, that hundreds of decals visible on the screen at one time can cause lag even on fast computers.
Default: true
ZDoom clips decals to sidedefs. In order to hide this, the game will create as many duplicate decals on adjoining sidedefs as needed to make it appear that there is only one unbroken decal on the wall. Set this cvar to false if you don't want this.
Default: 4000 - Verification needed
The maximum number of particles that will be rendered at once.
Default: 0.75
Defines the level of alpha transparency for lost souls and other actors with the SoulTrans renderstyle. Values are clamped to stay between 0.25 and 1.
Default: 64 - Verification needed
Defines the number of corpses that can be on the map at once in a Hexen game. Set to -1 to disable corpse queueing (all corpses will stay forever). Corpse queueing has to be set per actor by calling A_QueueCorpse in the death state sequence.

Heads-Up Display (HUD)

Default: Information needed
Controls how transparent the console is when it is lowered.
Default: false
Controls scaling of the fullscreen hud. At resolutions of 640x400 or above, setting this cvar to true will cause the icons to be scaled to approximately the same size they would be at 320x200. If this cvar is false, the icons will always be drawn without any scaling.
Default: false
When this cvar is true, the status bar will be scaled so that it covers the entire width of the screen in higher resolutions. At low resolutions this may look ugly, but at high resolutions it should look good enough.

Renderer

Default: false
When true, the game is limited to 35 FPS, as it was originally in Doom. When false, the game frame rate will be as high as your machine is capable of. You can use this in conjunction with vid_vsync to control whether or not the maximum frame rate is restricted to your monitor's refresh rate.
Default: 1.0
Controls the amount of gamma correction applied to the display. 1.0 is equivalent to no correction, while larger numbers translate into a brighter display, and smaller numbers translate into a darker display. 0.0 is invalid and will be rejected. Negative numbers are technically invalid but will be accepted solely for the novelty value doing so provides.
Default: 1
Selects which of two algorithms to use to draw sprites and masked textures. Method 0 is the original algorithm used by DOOM. Method 1 is a new algorithm optimized for Pentium IIs and can perform significantly better with that or comparable processors. Ironically, method 0 is slightly faster than method 1 on Pentium III and Athlon processors (though not significantly so).
Default: 0
This cvar selects the detail level of the view window. Valid values are: (Verification needed)
  • 0 - Normal detail level. Equivalent to Doom's high detail mode.
  • 1 - Double pixels horizontally. Equivalent to Doom's low detail mode.
  • 2 - Double pixels vertically.
  • 3 - Double pixels horizontally and vertically.
Because of the way the renderer works, doubling pixels horizontally offers more of a speed-up than doubling them vertically does. Unless you have a very slow computer, there should be no reason to use any detail level other than 0.
Default: false
When set to true, segs will be drawn as solid colors instead of textures. This is useful if you want to see how a node builder split a level's linedefs. Otherwise, it just looks ugly.
Default: true
When set to false, the "fuzz" effect on spectres and partially invisible players will be replaced with translucency.
Default: true
Setting this false will disable the display of mirrors.
Default: true
When false, the game will not draw the player's weapon or muzzle flash, which can be nice for screenshots.
Default: true
Setting this to false will disable all translucency effects in the game.
Default: true
Setting this to false will disable the display of fog boundaries. Fog boundaries are sections where two areas with different fog colors meet. If the boundary is not drawn, then it will look like there is no fog at all in front of the boundary. Some old levels may look bad with fog boundary drawing enabled, which is why this cvar is available.
Default: true
If set to true, particles are drawn. Otherwise, they aren't.
Default: 0
This cvar controls ZDoom's polymost rendering.
  • 0 - No polymost rendering.
  • 1 - Draw polymost wall edges over normal render display. This mode is interesting as it allows to see, when looking up or down, how the normal software renderer distorts the view.
  • 2 - Draw polymost walls instead of normal render display. Since the polymost renderer doesn't render textures, this mode is the least usable of the two.
Default: false
Forces smoothlighting to the walls in maps.
Default: true
Controls whether or not short sky textures are stretched so that you don't see them wrap when you look up.
This cvar contains the width and height of the current view window. This cvar is read only.
Default: true
If this cvar is true, the game will be displayed fullscreen. Otherwise, it will be drawn in a window. Some video cards may require that you have fullscreen false in order to run ZDoom.
  • vid_attachedsurfaces (boolean) (Win32 Only)
Default: false
Controls how the game allocates video memory. False is the standard setting and will always produce a usable display. If you find that there are patches of pure black and pure white on the screen (especially noticeable when a demon is right in your face), try setting this to true. Certain old Windows 95 video drivers are said to need this fix, and it is also necessary under NT 4. Unfortunately, many new video drivers (including those under NT 4) will produce a scrambled display if the screen width is not 512 or 1024 pixels and this is set to true.
Default: 8
This cvar is meant to specify the default screen depth, but the setting is currently ignored because only 256-color (8-bit) display modes are supported.
Default: 200
Specifies the default screen height to use if not overridden at the command line by the -height switch.
Default: 320
Specifies the default screen width to use if not overridden at the command line with the -width switch.
Default: Information needed
Specifies a custom refresh rate which overrides Windows' automatic refresh rate selection. This is useful if your video card is trying to run your monitor at a refresh rate it doesn't actually support for the given resolution. Normally this will not be needed, however.
  • vid_noblitter (boolean) (Win32 Only)
Default: true
Setting this to false will allow the use of the hardware to assist moving image data to video memory. When I initially wrote the code to use the blitter, it was faster than not using it. Now the blitter is slower, so the default is true. (Verification needed)
  • vid_palettehack (boolean) (Win32 Only)
Default: false
When this cvar is true, the game will refresh the palette every time the screen is redrawn. This can be useful with some buggy video drivers. If the display is fine without it, leave it that way because this can slightly slow things down.
Default: false
Set this to false to disable syncing the frame rate to the vertical refresh rate. Not all video cards support disabling vsync, in which case this cvar will be ignored.
  • winx (Information needed)
The horizontal location of the window when in windowed mode.
  • winy (Information needed)
The vertical location of the window when in windowed mode.

See Also

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