diff --git a/README.md b/README.md index e5601d7..035f5f2 100644 --- a/README.md +++ b/README.md @@ -10,10 +10,6 @@ In addition to base rendering functionality and graphics customization options V Make sure that the latest AMD/NVIDIA drivers are installed. Vulkan backend was tested on AMD and NVIDIA hardware. Unfortunately no guarantees for Intel GPUs - there is no vulkan support for my 4790K Haswell processor. -By default OpenGL backend is active. To enable Vulkan backend start game with: - `quake3-ke.exe +set r_renderAPI 1` - - #### New cvars: * **r_renderAPI** - 3D API to use: 0 - OpenGL, 1 - Vulkan. Requires vid_restart. @@ -21,11 +17,12 @@ By default OpenGL backend is active. To enable Vulkan backend start game with: If enabled, renderer uses both APIs and renders current frame to two side-by-side windows. Requires vid_restart. -Q: How to check that Vulkan backend is really active? +#### Additional information: +* Q: How to start game with vulkan support? A: `quake3-ke.exe +set r_renderAPI 1`. +* Q: How to enable vulkan support from Q3 console? A: `\r_renderAPI 1` then `\vid_restart`. +* Q: How to enable twin mode from Q3 console? A: `\r_twinMode 1` then `\vid_restart`. +* Q: How to check that Vulkan backend is really active? A: `gfxinfo` console command reports information about active rendering backend. -A: _gfxinfo_ console command reports information about active rendering backend. - - ## Visual Studio The project files are provides for Visual Studio 2017. Free community version is available online.