maxreflect 8 // don't stagger reflection rendering at all pvs 0; oqfrags 0 // to stress raw horsepower more, rather than bottleneck of query latency or PVS efficiency glare 1; shadowmap 1; depthfx 1 // ensure always on glarescale 2;blurglare 7 // use largest blur possible on glare caustics 1; waterfallrefract 1; waterreflect 1; waterrefract 1; waterfade 1 // make sure always on, regardless of card's capabilities zpass 1 // always enable, regardless of whether OQ is supported filltjoints 1 // to be fairer on nvidia cards maxtexsize 4096 // to be fairer on hardware that would normally be limited to 256x256 textures maxdynlights 5 // to generate longer shaders than default gpuskel 1; matskel 0 // use more expensive dual quaternion skeletal animation reflectscissor 0 // make sure it always renders full reflections rtscissor 0 // make sure glare always renders a full texture, doesn't effect depthfx/shadowmap much since they use blur tiles maxfps 500 // default FPS cap of 200 is too low sleep 1000 [demo "hades"] demofpsmin = 1000 demofpsmax = 0 demofpssum = 0 demofpssamples = 0 printfps = [ // echo raw FPS numbers 4 times a second curfps = (getfps 1) demofpssum = (+ $demofpssum $curfps) demofpssamples = (+ $demofpssamples 1) demofpsmin = (min $demofpsmin $curfps) demofpsmax = (max $demofpsmax $curfps) echo "FPS:" $curfps sleep 250 [printfps] ] demorun = 0 demostart = [ sleep 500 [follow "shmutz"] if (> $demorun 0) [ sleep 1000 [ echo "BENCHMARK STARTING" printfps ] ] ] demoend = [ clearsleep demorun = (+ $demorun 1) if (< $demorun 2) [ sleep 1000 [demo "hades"] ] [ demoscore = (div $demofpssum $demofpssamples) echo "BENCHMARK DONE:" $demoscore "AVG," $demofpsmin "MIN," $demofpsmax "MAX" quit ] ]