| AMD FirePro W8100 | 49.3 fps |
| NVIDIA Quadro K6000 | 32.8 fps |
| GeForce GTX 960 | 31.1 fps |
| AMD FirePro W7100 | 29.3 fps |
| GeForce GTX 680 | 22.1 fps |
| gl_pt_recompile_shaders | Forces the shader programs to be recompiled. This is usually necessary after altering some aspect of the pathtracer via the console because some parameters are inserted into the shader source code itself. |
| gl_pt_print_static_info | Prints some pathtracing-related information about the current map. This information only pertains to things which are processed at map loading time. |
| Name | Purpose | Requires vid_restart | Requires gl_pt_recompile_shaders |
| gl_pt_enable | Enables the pathtracing codepath. When this is set to zero, the original Quake 2 rendering is used and all other pathtracer settings are ignored. | No | No |
| gl_pt_stats_enable | Enables a continuous display of per-frame information. This is useful for finding out how well the pathtracer is performing. | No | No |
| gl_pt_bounces | The number of secondary bounces of light. A value of 0 means all illumination is direct. Note: The sky is not sampled by secondary bounces. | No | Yes |
| gl_pt_shadow_samples | The number of shadow rays to cast towards an individual lightsource. A higher number of shadow samples means less noise in shadows. Zero shadow samples means no shadows at all. | No | Yes |
| gl_pt_light_samples | The number of light samples to make. A higher number of light samples means less noise overall, but the shader must re-compute importance sampling weights for each light sample (since storing them in registers is prohibitively slow). Zero light samples means no light from explicitly-sampled lightsources. | No | Yes |
| gl_pt_sky_enable | Enables light emission from the sky. If this is disabled then the sky itself is still drawn, it just won't emit any light. | No | Yes |
| gl_pt_sky_samples | The number of BRDF-sampled rays to trace and test against skyportals. | No | Yes |
| gl_pt_ao_enable | Enables ambient occlusion | No | Yes |
| gl_pt_ao_radius | The ambient occlusion radius. | No | No |
| gl_pt_ao_color | The color of the ambient occlusion contribution. Note: This is a scalar value because Quake 2's console doesn't allow vector-valued variables. | No | No |
| gl_pt_ao_samples | The number of BRDF-sampled rays to trace for ambient occlusion. | No | Yes |
| gl_pt_translucent_surfaces_enable | Currently not used, but will be used to enable the application of pathtracing to translucent surfaces. | No | No |
| gl_pt_lightstyles_enable | Enables the use of lightstyles (animated colour and intensity of static entity lightsources). | No | No |
| gl_pt_dlights_enable | Enables the use of dlights (dynamic lightsources created at runtime by entities). | No | No |
| gl_pt_brushmodel_shadows_enable | Enables the casting of shadows by brushmodels (entities with rigid polygonal geometry defined by the BSP). | No | Yes |
| gl_pt_aliasmodel_shadows_enable | Enables the casting of shadows by aliasmodels (entities with deforming triangle mesh geometry defined by separate MD2 files). | No | Yes |
| gl_pt_bounce_factor | The scalar amount of absorption simulated at each surface-light interaction in secondary bounces. Has no effect if the number of bounces is zero. | No | No |
| gl_pt_diffuse_map_enable | Enables the modulation of light by the surface albedo maps (the original textures of Quake 2). | No | Yes |
| gl_pt_static_entity_lights_enable | Enables the creation of static entity lights when the map is loaded. These lights can be quite costly as for each one 4 triangular lightsources are created, arranged in a tetrahedron. | Yes | No |
| gl_pt_depth_prepass_enable | Enables a depth pre-pass which draws all entities into the depth buffer before pathtracing is performed. This eliminates overdraw (except for translucent surfaces) with minimal drawcall overhead so is recommended for improving performance. | No | No |