Public repository for tracking and resolving project issues. Submit and follow progress using provided guidelines. Aiming to improve project quality. Thank you for your contribution.
Full, Simple, Performant
(Shader quality changes between physical, standard, to lambert. For Lambert to work properly you will have to generate a light probe from env. )
Sky Reflection Resolution
Full, Half, Quarter
(Changes Env map res)
Texture Resolution
Full, Half, Quarter
Model Quality
High, Medium, Low
(Changes models to cheaper LoD if available )
Shadow Resolution
Full, Half, Quarter
Shadow Distance
High, Medium, Low
(Changes amount of CSM Casts from 1-3)
Shadow Filtering
Basic, PCF, PCF Soft
TBA Static Shadows
Off, On
(Static shadows would have to be map-dependent, Skip for now)
TBA Decal Quantity
Slider
(Work on decal system)
Max Shadow casts
x16 to x8
Max punctual lights
128 to 16 default 64
SSAO
High, Medium, Low, off
Anti-aliasing
TAA 16x to 4x, SMAA, FXAA, non
Anisotropic Filtering
16x to 0x
(Remove Anisotropic Filtering from texture properties)
Texture Blending
On, Off
(Swaps between Nearest-mipmap-Nearest to Nearest-mipmap-Linear, when using liner texter filtering swap from Linear-mipmap-Nearest to Linear-mipmap- Linear)
Settings and Performance:
Render Resolution
Shader Quality
Sky Reflection Resolution
Texture Resolution
Model Quality
Shadow Resolution
Shadow Distance
Shadow Filtering
TBA Static Shadows
TBA Decal Quantity
Max Shadow casts
Max punctual lights
SSAO
Anti-aliasing
Anisotropic Filtering
Texture Blending
Film Grain
Dither
TBA God Rays
TBA Motion Blur
Render distance sliders for entities