Display options

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Menus: Main menu → Options menu
The display options menu in Heretic.

The display options menu allows to tailor how the game is displayed. Its MENUDEF name is VideoOptions and it can be summoned with the menu_display console command.

Opens the OpenGL options menu.
  • Scoreboard options
menu_scoreboard
Opens the Scoreboard options menu.


  • Screensize (3—12)
screenblocks
This is the same as using the + and - keys from the original game. The maximal size (screenblocks 12) corresponds to full-screen without the HUD, then below that are full screen with HUD (11) and normal statusbar (10). Values lesser than that display the statusbar and shrinks the size of the view window, bordering it with a flat; the minimal size is screenblocks 3, at this size the actual view window is less than one-tenth of the entire game screen area.
  • Brightness/Gamma correction (0.75—3.0, by 0.05 increments)
gamma
The degree of gamma correction. In GZDoom, this option is called "Gamma correction" rather than brightness; brightness is a separate setting.
vid_brightness
The brightness level. This is not to be confused with gamma correction, which is called brightness in ZDoom.
vid_contrast
The contrast level.
  • Vertical sync (On/Off)
vid_vsync
Turns vertical synchronization on or off.
  • Column render mode (Original/Optimized)
r_columnmethod
Chooses whether using the method from the original games or an optimized method.


  • Screen wipe style (None/Melt/Burn/Crossfade)
wipetype
Chooses how the screen transitions between different images, such as between the game and an intermission. The original games used Melt for Doom, Crossfade for Strife, and None for Heretic and Hexen.
  • Show ENDOOM screen (Off/On/Only modified) (Win32 only)
showendoom
Whether to show the ENDOOM text screen after leaving the game. In the original game, they were displayed above the command line and had no other effect; however in a windowed environment they require closing the window even after having left the game and can be considered annoying for this reason.
  • Stretch short skies (On/Off)
r_stretchsky
Whether short skies (less than 240 pixel tall) should be stretched or not. If they are not stretched, they are tiled vertically, which will look bad for any sky texture with a horizon.
  • Use fuzz effect (Translucent/Fuzz/Shadow)
r_drawfuzz
If this option is set to its default value of Fuzz, actors with the "Fuzzy" RenderStyle uses the fuzz effect from Doom's spectres. If set to Translucent, they are instead treated as being translucent.
If set to Shadow, the "shadow" render style is used. This emulates the rendering of fuzz in GZDoom when not using one of the pixel shaders.
  • Lost Soul translucency (0.25—1.0, by 0.05 increments)
transsouls
This commands the alpha value of actors drawn with the SoulTrans RenderStyle, such as the LostSoul.
  • Use fake contrast (Off/On/Smooth)
r_fakecontrast
Determines the default setting for fake contrast: on (as in vanilla Doom), off (also called "flat lighting" or "even lighting"), or smooth.
  • Rocket trails (Off/Particles/Sprites/Sprites & Particles)
cl_rockettrails
If on, actors with the ROCKETTRAIL or GRENADETRAIL flag will leave a trail, and the nature of the trail (particles, sprites, or both). If off, they do not.
  • Blood type (Sprites/Sprites & Particles/Particles)
cl_bloodtype
Chooses whether actors "bleed" sprites, particles, or both when they are hurt.
  • Bullet puff type (Sprites/Particles)
cl_pufftype
Chooses whether bullet impacts result in sprite or particle puffs.
  • Number of particles (100—10000, by 100 increments)
r_maxparticles
Selects the maximum number of particles displayed at once on the screen.
  • Show player sprites (On/Off)
r_drawplayersprites
Turns the drawing of player HUD sprites (such as those from the weapons) on or off.
  • Death camera (On/Off)
r_deathcamera
If on, the camera changes to third-person view when the player avatar dies, letting the player see the death animation.
  • Teleporter zoom (On/Off)
telezoom
This option allows to enable or disable the subtle zooming effect that happens in the fraction of second after a teleport.
r_quakeintensity
Factor which scales the camera-shaking effects of Hexen-style earthquakes. Value can be between 0 (no shaking) and 1 (normal shaking).
  • Interpolate monster movement (No/Yes)
nomonsterinterpolation
Chooses whether monster movement is interpolated when playing with uncapped framerate.