cl_rollangle 2 // amount of view tilt when strafing, default is 2.0\r
v_kicktime 0.5 // how long damage kicks of the view last, default is 0 seconds\r
gl_polyblend 0.5 // whether to use screen tints, default is 1\r
-r_motionblur 0 // motion blur value, default is 0\r
r_damageblur 0 // motion blur when damaged, default is 0 (disabled in voretournament)\r
+r_motionblur 0 // motion blur value, default is 0\r
+r_motionblur_maxblur 1\r
\r
r_bloom_blur 8\r
r_bloom_brighten 4\r
r_bloom_colorexponent 1\r
-r_bloom_colorscale 1\r
+r_bloom_colorscale 0.75\r
r_bloom_colorsubtract 0.25\r
r_bloom_resolution 320\r
r_hdr_range 4\r
\r
-r_hdr_irisadaptation" 1 "adjust scene brightness according to light intensity at player location"\r
-r_hdr_irisadaptation_multiplier 2 "brightness at which value will be 1.0"};\r
+r_hdr_irisadaptation 1 "adjust scene brightness according to light intensity at player location"\r
+r_hdr_irisadaptation_multiplier 2 "brightness at which value will be 1.0"\r
r_hdr_irisadaptation_minvalue 0.65 "minimum value that can result from multiplier / brightness"\r
r_hdr_irisadaptation_maxvalue 1.35 "maximum value that can result from multiplier / brightness"\r
r_hdr_irisadaptation_value 1 "current value as scenebrightness multiplier, changes continuously when irisadaptation is active"\r
r_drawparticles_nearclip_min 8\r
r_drawparticles_nearclip_max 16\r
\r
-// exact gloss looks better, e.g. on g-23\r
+// exact gloss looks better\r
r_shadow_glossexact 1\r
+r_shadow_glossintensity 2.5\r
\r
// use fake light if map has no lightmaps\r
r_fakelight 1\r