Grimm Quest for the Gatherer's Key is a Hack and Slash Fantasy game with some platforming elements that leans heavily on extremely bloody and satisfying gameplay. Players can explore a huge world that often offers several different routes that lead to accomplishment. Almost every part of it is customizable to taste, not only the graphical aspects but also it's gameplay aspects.

Report article RSS Feed Starting Grimm and Configuring Advanced Graphical Options

This small guide explains how to configure the graphical options available for Grimm. Please read this if you have any issues with performance, brightness or other glitches.

Posted by grimmquest on Aug 12th, 2012 Page 2 of 2    
Intermediate Other.


// Rendering Related CVARS
//-------------------------------
r_useSoftShadows        Enable Soft Shadows postprocessing effect
r_softShadowsBlurFilter        Blur method used for the shadow mask: 0 = No Filter; 1 = Box Filter; 2 = Poisson Filter; 3 = Gaussian Filter
r_softShadowsBlurScale        Sample offset scale for the blur filter
r_softShadowsBlurEpsilon    Set the blur depth difference factor for the blur filter

r_useEdgeAA            Enable edge anti-aliasing
r_edgeAASampleScale        Set the sample offset scale for edge detection
r_edgeAAFilterScale        Set the filter offset scale for blurring

r_useHDR            Enable High Dynamic Range lighting
r_hdrToneMapper            Tone mapping method: 0 = Reinhard (RGB); 1 = Reinhard (Yxy); 2 = Exponential; 3 = Filmic (simple); 4 = Filmic (complex)
r_hdrAdaptationRate        Eye adaptation rate
r_hdrMiddleGray            Middle gray value used in HDR tone mapping
r_hdrWhitePoint            Smallest luminance value that will be mapped to white
r_hdrBlueShiftFactor        Blue shift blend factor
r_hdrDither            Enable dithering
r_hdrDitherSize            Sets the size of the dither threshold map
r_hdrLumThresholdMax        Minimum luminance value threshold
r_hdrLumThresholdMin        Maximum luminance value threshold
r_hdrBloomToneMapper        Tone mapping method, specific to bloom: 0 = Reinhard (RGB); 1 = Reinhard (Yxy); 2 = Exponential; 3 = Filmic (simple); 4 = Filmic (complex)
r_hdrBloomMiddleGray        Middle gray value used in HDR tone mapping, specific to bloom
r_hdrBloomWhitePoint        Smallest luminance value that will be mapped to white, specific to bloom
r_hdrBloomThreshold        Bloom luminance threshold
r_hdrBloomOffset        Bloom luminance offset
r_hdrBloomScale            Intensity scale amount for bloom effect
r_hdrBloomSize            Size of the bloom effect
r_hdrFlareGamma            Gamma curve for the flare texture
r_hdrFlareScale            Intensity scale amount for lens flare effect. 0 = Off
r_hdrFlareSize            Size of the lens flare effect
r_hdrGlareStyle            Glare Style to use with HDR lighting. Value range: 0 - 11
                    0 = Off
                    1 = Natural
                    2 = Star
                    3 = Cross
                    4 = Snow Cross
                    5 = Horizontal
                    6 = Vertical
                    7 = Star (Spectral)
                    8 = Cross (Spectral)
                    9 = Snow Cross (Spectral)
                    10 = Horizontal (Spectral)
                    11 = Vertical (Spectral)
r_hdrGlareScale            Intensity scale amount for glare effect
r_hdrGlareSize            Size of the glare effect

r_useBloom            Enable bloom postprocessing effect
r_bloomBufferSize        Bloom render target size:; 0 = 32x32; 1 = 64x64; 2 = 128x128; 3 = 256x256; 4 = 512x512; 5 = 1024x1024
r_bloomBlurIterations        Number of times the blur filter is applied
r_bloomBlurScaleX        Amount to scale the X axis sample offsets
r_bloomBlurScaleY        Amount to scale the Y axis sample offsets
r_bloomScale            Amount to scale the intensity of the bloom effect
r_bloomGamma            Gamma curve for the bloom texture

r_useSSIL            Enable Screen-Space Indirect Lighting postprocessing effect *Experimental*
r_ssilRadius            Set the sample radius for ssil
r_ssilAmount            Set the contribution factor for ssil
r_ssilBlurMethod        Blur method used for the ssil buffer: 0 = Gaussian; 1 = Bilateral
r_ssilBlurScale            Set the blur scale for the ssil buffer
r_ssilBlurQuality        Set the blur quality for the ssil buffer
r_ssilBlurEpsilon        Set the blur depth difference factor for the ssil buffer

r_useSSAO            Enable Screen-Space Ambient Occlusion postprocessing effect
r_ssaoMethod            Set the ssao method: 0 = Crytek; 1 = HDAO; 2 = ABAO; 3 = PBAO; 4 = HBAO (low); 5 = HBAO (medium); 6 = HBAO (high); 7 = Ray Marching; 8 = Volumetric Obscurance
r_ssaoRadius            Set the sample radius for ssao
r_ssaoBias            Set the angle bias for ssao (darkening factor for Crytek's)
r_ssaoAmount            Set the contribution factor for ssao
r_ssaoBlurMethod        Blur method used for the ssao buffer: 0 = Crytek; 1 = Box; 2 = Gaussian; 3 = Bilateral
r_ssaoBlurScale            Set the blur scale for the ssao buffer
r_ssaoBlurQuality        Set the blur quality for the ssao buffer
r_ssaoBlurEpsilon        Set the blur depth difference factor for the ssao buffer
r_ssaoBlendPower        Set the blend exponent for the ssao to scene final combine
r_ssaoBlendScale        Set the blend scale for the ssao to scene final combine

r_useSunShafts            Enable Screen-Space Volumetric Lighting (Sun Shafts) postprocessing effect *Experimental*
r_sunShaftsSize            Set the sun shafts size
r_sunShaftsStrength        Set the sun shafts strength
r_sunShaftsMaskStrength        Set the sun shafts mask strength
r_sunShaftsQuality        Set the sun shafts quality
r_sunOriginX            Set the sun's origin along the X axis (used for sun shafts & lens flare)
r_sunOriginY            Set the sun's origin along the Y axis (used for sun shafts & lens flare)
r_sunOriginZ            Set the sun's origin along the Z axis (used for sun shafts & lens flare)
r_useLensFlare            Enable lens flare postprocessing effect *Experimental*
r_lensFlareStrength        Set the lens flare strength

r_useDepthOfField        Enable depth of field postprocessing effect. Value range: 0 - 2; 0 = Off; 1 = Automatic Focus; 2 = Manual Focus
r_dofBlurScale            Set the blur scale for depth of field postprocessing effect
r_dofBlurQuality        Set the blur quality for depth of field postprocessing effect: 0 = Box Filter; 1 = Poisson Filter; 2 = Gaussian Filter; 3 = Bokeh!
r_dofNear            Set the near distance for depth of field postprocessing effect (r_useDepthOfField = 2 only)
r_dofFar            Set the far distance for depth of field postprocessing effect (r_useDepthOfField = 2 only)
r_dofFocus            Set the focus distance for depth of field postprocessing effect (r_useDepthOfField = 2 only)
r_dofConditionAlways        Depth of field condition: Always on
r_dofConditionCinematic        Depth of field condition: Cinematics
r_dofConditionGUI        Depth of field condition: GUI Active
r_dofConditionReload        Depth of field condition: Reloading
r_dofConditionTalk        Depth of field condition: Talking
r_dofConditionZoom        Depth of field condition: Weapon Zoom

r_useMotionBlur            Enable motion blur postprocessing effect. 0 = off; 1 = Camera; 2 = Accumulation; 3 = Camera + Accumulation
r_motionBlurScale        Set the motion blur scale. Works similar to shutter speed. Higher values == stronger blurring
r_motionBlurMaskDistance    Don't do motion blur if framerate is below this value
r_motionBlurFPSThreshold    Set the motion blur mask distance. Used to mask the view weapon.
r_motionBlurMinThreshold    Set the motion blur min sensitivity threshold. Screen won't blur until threshold is passed. Lower values == higher sensitivity
r_motionBlurMaxThreshold    Set the motion blur max sensitivity threshold. Blur strength won't pass threshold.
r_motionBlurFactor        Set the motion blur blend factor
r_motionBlurLerp        Set the motion blur blend lerp factor
r_motionBlurQuality        Set the motion blur quality. Value range: 1 - 4; 1 = 8 samples; 2 = 64 samples (virtual); 3 = 512 samples (virtual); 4 = 4096 samples (virtual)

r_useColorGrading        Enable color grading postprocessing effect. Parameters need to be set manually in the material.
r_colorGradingParm        Parameter to allow specific color grading stage to be used in the material
r_colorGradingType        Color grading type: 0 = math; 1 = lut
r_colorGradingSharpness        Sharpness level when color grading is enabled

r_useCelShading            Enable cel shading postprocessing effect
r_celShadingMethod        Set the cel shading edge detection method. Value range: 0 - 2 ; 0 = RGB; 1 = Luminance; 2 = Depth(incomplete)
r_celShadingScale        Set the cel shading scale. Higher values == thicker outline
r_celShadingThreshold        Set the cel shading threshold

r_useFilmgrain            Enable filmgrain postprocessing effect
r_filmgrainBlendMode        Set the grain blending mode. Value range: 0 - 3; 0 = gl_one, gl_one; 1 = gl_zero, gl_one_minus_src_color; 2 = gl_dst_color, gl_one; 3 = gl_one_minus_dst_color, gl_one
r_filmgrainScale        Set the grain scale
r_filmgrainStrength        Set the grain strength. Value range: 0.0 - 1.0

r_useVignetting            Enable vignetting postprocessing effect

Post comment Comments
Fuentedesoda
Fuentedesoda Nov 9 2012, 10:35am says:

Greetings!

Im having a problem, when i load the game everything seems to start fine, but when i start to play the FOV is messed up and i dont know why, how can i fix this?

+2 votes     reply to comment
grimmquest
grimmquest Nov 18 2012, 4:40am replied:

Sorry for the late reply, didn't notice this post.
Do you have an ATI card?

+1 vote     reply to comment
Fuentedesoda
Fuentedesoda Nov 19 2012, 9:36am replied:

indeed, i have an ATI HD6850

+1 vote     reply to comment
grimmquest
grimmquest Nov 20 2012, 3:43am replied:

Did you turn off ATI Catalyst AI?

+1 vote     reply to comment
Fuentedesoda
Fuentedesoda Nov 20 2012, 2:49pm replied:

yes, i did.

+1 vote     reply to comment
grimmquest
grimmquest Nov 20 2012, 4:04pm replied:

Try setting the quality to high or ultra.
Do you have any subfolders in the grimm directory, or do you have any other mods installed? Sometimes these files can interfere with Grimm.

+1 vote     reply to comment
Fuentedesoda
Fuentedesoda Nov 20 2012, 9:45pm replied:

i've updated the drivers, when i have a chance i'll try to play the mod again, also i dont have other mods installed, i dont have any subfolders in the mod directory, and i was playing in ultra, so i guess the problem is the drivers.

+1 vote     reply to comment
grimmquest
grimmquest Nov 22 2012, 11:05am replied:

It's always a pain to figure out these issues. Usually it's drivers, usually it's a setting, usually it's some old mod etc..etc.. But sometimes the issues aren't that obvious. I can help you more in depth if you register an account at this forum: Doom3world.org then you can also give me a screenshot of what's happening and I can ask some more in depth questions.

I am the user called 'BloodRayne' there. You can begin a new thread, or PM me with any issues so we can figure it out.

+1 vote     reply to comment
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Release Date
Released Dec 23, 2011
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