http://wiki.yiffalicious.com/index.php?title=Graphics_Settings&feed=atom&action=historyGraphics Settings - Revision history2024-03-29T14:02:13ZRevision history for this page on the wikiMediaWiki 1.26.3http://wiki.yiffalicious.com/index.php?title=Graphics_Settings&diff=10&oldid=prevSpadeScout: Created page with "== VSync == Vertical Sync (VSync) syncs framerate with screen refreshrate, so no tearing occurs. ===Settings=== * Off * On == Target Framerate == At what framerate to render..."2018-04-05T02:22:50Z<p>Created page with "== VSync == Vertical Sync (VSync) syncs framerate with screen refreshrate, so no tearing occurs. ===Settings=== * Off * On == Target Framerate == At what framerate to render..."</p>
<p><b>New page</b></p><div>== VSync ==<br />
Vertical Sync (VSync) syncs framerate with screen refreshrate, so no tearing occurs.<br />
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===Settings===<br />
* Off<br />
* On<br />
<br />
== Target Framerate ==<br />
At what framerate to render the scene.<br />
<br />
===Settings===<br />
* Unlimited/VSync<br />
* 30<br />
* 50<br />
* 60<br />
* 75<br />
* 90<br />
* 120<br />
* 144<br />
<br />
== Ambient Occlusion ==<br />
Screen space ambient occlusion (SSAO) approximates ambient occlusion in real time. Ambient occlusion offers a more plausible lighting environment by adding shadows to areas less affected by ambient lighting.<br />
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===Settings===<br />
* Off<br />
* On<br />
<br />
== DX11 Tessellation ==<br />
DX11 tessellation greatly enhances the quality of a mesh's silhouette by subdividing polygons into smaller pieces - eliminating sharp edges. <br />
<br />
Requires rendering mode to be set to DX11 and a DX11 enabled graphics card.<br />
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===Settings===<br />
* Off<br />
* On<br />
<br />
===More Info===<br />
The effect of tessellation is that the model will appear smoother. Tessellation is not currently applied to models with the fur shader enabled.<br />
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== Fur shading ==<br />
Use fur shader for characters that supports it.<br />
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===Settings===<br />
* Off<br />
* High quality<br />
* Extreme quality<br />
<br />
== Translucency ==<br />
Use translucency shader for characters that supports it.<br />
<br />
The shadow setting does not have so much to do with performance as it has to do with preference.<br />
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===Settings===<br />
* Off<br />
* On (Casting off)<br />
* On (Receiption off)<br />
* On (Artifacts)<br />
<br />
===More Info===<br />
The multiple on settings refer to shadows.<br />
* Casting off - the character will not cast shadows.<br />
* Receiption on - the character will not have shadows cast on them.<br />
* Artifacts - characters will cast and receive shadows, but there may be artifacts.<br />
<br />
<br />
== Anti-aliasing ==<br />
Anti-Aliasing. (TXAA does not work in VR. If enabled and if VR device connected, FXAA will be used instead.)<br />
<br />
===Settings===<br />
* Off<br />
* FXAA<br />
* TXAA (experimental)<br />
<br />
== Realtime reflections ==<br />
Screen Space Realtime Reflections (SSRR). Does not work with VR.<br />
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===Settings===<br />
* Off<br />
* On<br />
<br />
===More Info===<br />
This is used in game to make objects appear glossy. Most noticable on the kitchen island in the 'ocean house new' level.<br />
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== Multi-threading ==<br />
Whether or not to run computationally heavy tasks in parallel using threads. You should probably leave this on.<br />
<br />
===Settings===<br />
* Off<br />
* On<br />
<br />
== Post-processing ==<br />
Whether or not to use map-specific post-processing effects.<br />
<br />
===Settings===<br />
* Off<br />
* On<br />
<br />
===More Info===<br />
The post processing effects vary by map, but will often help brighten up a scene.<br />
<br />
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