Tell me about it.
BRINK Graphical Cvars (Explanation for their limitations?)
[QUOTE=Trypsinogen;310559]I’ve been browsing this forum a lot in the past few days and I haven’t seen a single SD post.
You would think that they would hire a friggen community manager or something seeing how badly this game is doing and how many complaints there are against it.[/QUOTE]
Yet, assuming you’re the same Trypsinogen as the one on steam, you’ve still managed to fit 53 hours of brink gameplay in, despite your frequent complaints here.
Go on, admit it - you love this game 
I’ve only just managed to get 50->70FPS (140+ in cut scenes…) on 640x480, all setting i can change at low, no shadows, MIPMAP linear etc., whereas on ET:QW i got 90-120 on highest (no AA). I do hope that all these graphics tweaks are only disabled to iron out bugs. It would really suck if it wasn’t.
Seriously. This is the most frustrating thing with Brink for me.
The image_picmip commands are gone, and you can’t r_skip anything, as far as I can tell, or use lod meshes in MP.
My high end, but 2 year old laptop can almost run this game at 60 stable, but there’s just so much post processing stuff I would never want to play with, and so much unnecessary geometry and texture sizes.
qc 9650 3ghz
2x 9800m gtx sli
3 gb ram.
It’s far below min specs, but it almost runs really well. So I’m not really complaining. I’m just annoyed that the min specs are so unnecessarily high.
Hud / Server Brownser / lock for buff, for revive, for obj / crosshair / all of this are for console players !!!
that just kill the game for pc player !! - 10 for SD
and + 1 000 for the cvar realease
Huds and Server Browsers have been in FPS’s WAY before they started appearing in consoles…