Quak4 is a small tuning program for Quake 4 compatible with NVIDIA GeForce 7800, 6800 and 5900 series cards. With Quak4 it is possible to tune Quake 4's vertex and fragment programs by e.g. enhancing image quality and performance.
- Performance Options e.g. FP16 and NRM ALU Operations
- Image Quality Options e.g. Specular and Offset Mapping
- Easy GUI and Config Profiles e.g. Profiles for different cardsgment programs by e.g. enhancing image quality and performance.
Quak4 v1.0.1b release Quake 4 tuning tool for NVIDIA G70/NV40/NV30 series gpu's. Developed by tertsi. 0.1.0 Description Quak4 is a small tuning program for Quake 4 compatible with NVIDIA GeForce 7800, 6800 and 5900 series cards. With Quak4 it is possible to tune Quake 4's vertex and fragment programs by e.g. enhancing image quality and performance. 0.2.0 Features - Performance Options e.g. FP16 and NRM ALU Operations - Image Quality Options e.g. Specular and Offset Mapping - Easy GUI and Config Profiles e.g. Profiles for different cards 0.3.0 System and Driver Recommendation - NVIDIA GeForce 7800 or 6800 series cards for the best image quality and performance - 81.xx or newer NVIDIA ForceWare (Win2kxp) drivers 0.4.0 Installation & Setting Up Options 1. Unzip Quak4.zip (e.g. to desktop) and start Quak4 tool. 2. Set your Quake 4 directory (e.g. C:\Games\Quake 4). 3. Set up Quak4 Options - Select option profile from "Current Option Profiles" dropmenu or load profile (Open button) from config file. - OR set up options manually. 4. Click "Build interaction.vfp" button (build interaction.vfp into "Quake 4\q4base\glprogs" directory) and you're ready to play Quake 4 with Quak4's custom vertex and fragment programs. You can start Quake 4 without Quak4 tool. Quake 4 doesn't work properly in pure server (multiplayer) with Quak4's custom vertex and fragment programs. 0.5.0 Uninstallation 1. Start Quak4 tool and click "Remove interaction.vfp" to remove custom "interaction.vfp" file. You can also remove "interaction.vfp" file manually from "Quake 4\q4base\glprogs" directory. 2. Remove Quak4 directory. 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. This option may cause a substantial performance hit on G70 and NV40 series gpu's. 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. This option is compatible with G70 and NV40 series gpu's. 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) Rearrange or mask the vector components (xyz). 1.9.0 Multiply and Add (vp) Multiply And Add (vp): option to replace sequence of MUL and ADD instructions with MAD instruction in the vertex program (vp). 2.0.0 Image Quality Options 2.1.0 Specular Quak4 tuning tool offers two new specular (highlight) options for the players. Both options improves the visual quality of specular highlights (more specular details on bumpmaps) over the default specular. Specular modes -------------------------------------------------------------- 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 Quake 4 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 Quake 4 scenes without Modulate Specular Lookup Table option. 2.2.0 Offset Mapping Quak4 tuning tool also offers four Offset Mapping options for the players. Offset Mapping is a simple way to augment bump mapping to include offset effects (more geometric details). 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. Height Map Offset and Relief Mapping are disabled for now. Offset Mapping modes -------------------------------------------------------------- Off: No Offset Mapping Normal Map Offset (High): Fetch Height Map from Normal Map (z) Normal Map Offset (Ultra): Fetch Height Map from Normal Map (reconstruct the z vector) Height Map Offset (disabled) : Fetch Height Map from Specular or Diffuse Map (w) Relief Mapping (disabled) : 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. 3.0.0 Quak4 site and support Quak4 site for the latest release and option profiles: http://www.fornvidiots.net Please, post your suggestions, comments and feedbacks Forum@nVnews.net: http://www.nvnews.net/vbulletin/showthread.php?t=58542 QUAKE 4 is registered trademark of id Software. 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 Tero Ojanpera (aka tertsi) or Skenegroup|net 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. Oct 22 2005 tertsi (firstname.lastname@example.org)
There are no comments yet. Be the first!