Want to impact on DOOM 3 graphics noticeably? This tool features an array of light-related settings which you can adjust to that end.
- Support for G70, NV47 and NV48 gpu's - "FX12 ALU Operations" option enabled (Better optimizations for NV30 series gpu's, 50-80% faster) - "Reconstruct Normal Z Vector" option (Very Very nice addon! This option improves normal map details, so called MUST HAVE OPTION) - "Test interaction.vfp" option (This is the fastest way to test how interaction.vfp will work in the Doom 3) - "Benchmark interaction.vfp" option (Run timedemo demo1 usecache) - "Open glprogs" option (Open Doom 3 glprogs directory)
3mood v1.3.5b release Doom 3 tuning tool for G70/NV40/NV30 gpu's. Developed by tertsi. 1.0.0 Performance Options 1.1.0 Precision Hint Fastest (ARB_fragment_program option) If a fragment program specifies the 'ARB_precision_hint_fastest' program option, implementations should select precision to minimize program execution time, with possibly reduced precision. If a fragment program specifies the 'ARB_precision_hint_nicest' program option, implementations should maximize the precision with possibly increased execution time. 1.2.0 Short Temporaries (fp16) (NV_fragment_program option) Variables declared as 'SHORT' will represented with at least 16-bits per component. 1.3.0 FP16 ALU Operations (NV_fragment_program option) Arithmetic operations can be forced at 16-bit floating-point precision (fp16). 1.4.0 FX12 ALU Operations (NV_fragment_program option) Arithmetic operations can be forced at 12-bit fixed point precision (fx12) on NV30 series gpu's. Don't use this with NV40 series gpu's because it may cause a substantial performance hit. 1.5.0 Normalization Cube Map instead of using the math (DP3/RSQ/MUL instructions), normalize with normalization cube map. 1.6.0 NRM Instruction (G70 and NV40 series gpu's) 3-Component Vector Normalize - the normalization uses approximate scale and may be carried at lower precision than a corresponding sequence of DP3, RSQ, and MUL instructions. 1.7.0 Specular Texture Lookup option to replace specular texture lookup with arithmetic operations (SUB_SAT/MUL/ MUL_SAT instructions). 1.8.0 Swizzle (xyz) Rearrage or mask the vector components (xyz). 2.0.0 Image Quality Options 2.1.0 Specular 3mood tuning tool offer 2 additional specular (highlight) methods for the players. Both methods improves the visual quality of specular highlights than default method. Default: DP3 High Quality: DP3/MUL/MAD/DP3_SAT/MOV/POW Ultra Quality (NV_fragment_program option): RFL/MUL/DP3/POW 2.1.1 Specular Mul / Exp Mul: Multiply the specular vectors. Exp: modulate the specular exponentiation (x^y). 2.1.2 Modulate Specular Lookup Table Specular lookup table is modulated by specular modifier. This option to remove the plastic effect in Doom 3 scenes. 2.1.2b Specular Modulate Scale Modulate the specular modifier by the specular scale. 2.1.3 Clamp Specular Vector Clamp the result vector components to range [0,1] (DP3_SAT/RFL_SAT). This option to reduce the plastic effect in Doom 3 scenes without Modulate Specular Lookup Table option. 2.2.0 Offset Mapping 3mood tuning tool also offer 2 additional Offset Mapping methods for players. Offset Mapping is a simple way to augment bump mapping to include offset effects. Offset Mapping uses the information about the height of a surface at a single point to offset the texture coordinates either toward or away from the viewer. Off: No Offset Mapping Normal Map Offset (High): Fetch Height Map from Normal Map (z) Height Map Offset (Ultra): Fetch Height Map from Specular or Diffuse Map (w) 2.2.1 Offset Scale / Bias Scale: Offset scale factor. Bias: Offset bias range. 2.3.0 Reconstruct Normal Z Vector It is also possible to reconstruct the z vector component of the normal in the fragment program (MUL/ADD/RSQ/RCP instructions), which will provide even higher quality. The additional performance cost is relatively small. 2.3.1 Normal Z Vector Scale Scale the z vector component of the normal. 2.4.0 Renormalize Normal Vector Renormalize the normal vector. Renormalizing the normal after the texture fetch can dramatically improve the quality of bump mapping. The only problem with renormalization is that it can cause aliasing of specular highlights. Copyright (C) 2005 tertsi and skenegroup.net This software is being distributed as Freeware. It may be freely used, copied and distributed as long as it is not sold, and all original files are included, including this license. By using this software, you agree to these terms and the terms of the Disclaimer below. Disclaimer Skenegroup.net, nor Tero Ojanpera (aka tertsi) may not be held responsible for any damage which may be caused to your system, use all files at your own risk. If you do not accept these terms you are not allowed to use, download or store any files from skenegroup.net. July 13 2005 tertsi (tertsi AT skenegroup DOT net)
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