Team Fortress 2 But the Graphics Change Every 17.5 Seconds
A demo file being played back in third-person with clips of different graphical settings edited in to make one seamless clip. Graphics settings are changed every 17 and a half settings. Many of the graphical settings are meant for developers and are locked behind cheats so they can't be used in actual gameplay (to possibly gain an advantage.)
Here's the list of settings used in chronological order:
- Max settings possible without using console commands.
- The lowest setting possible without using console commands.
- The game rendered in Direct X 8.1. (Command: mat_dxlevel 81)
- Disabled Lighting. (Command: mat_fullbright 1)
- Disabled textures, only lighting interacting with surface properties (excluding decals and other stuff). (Command: mat_fullbright 2)
- The game rendered at 5% it's normal resolution. (Command: mat_viewportscale 0.05)
- A map-developer view used to see model wireframes and displacement. Ideal to see what's being rendered. (Command: mat_wireframe 3)
- A map-developer view to see visleafs. Ideal to see what's being rendered relative to the camer's position. (Command: mat_leafvis 3)
- The bloom scale set to a factor of 50. (Command: mat_bloom_scalefactor_scalar 50)
- A setting to simulate visual impaired vision. This specific command used simulates tritanopia. Other numbers simulate protanopia, deutranopia, achromatopsia, deutranomaly, protanomaly tritanomaly and blue cone monochromac. (Command: mat_color_projection 3)
- Lowering the Far Z Clip Plane, effectually shortending the game's render distance (excluding the skybox). (Command: fogui)
- Editing the fog to be bright and colourful. (Command: fogui)
- A setting to see specular maps on models. (Command: mat_diffuse 0)
- A setting to disable phong shading on classes. (Command: mat_phong 0)
No mods were used in this video. Everything is possible with a vanilla copy of Team Fortress 2.
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