@Enginya Why are render feature overrides limited to menu? Could this be removed?
It is important to have certain overrides on night maps, as the lack of these overrides can break lighting on low end and minimum settings.
Thanks.
@Enginya Why are render feature overrides limited to menu? Could this be removed?
It is important to have certain overrides on night maps, as the lack of these overrides can break lighting on low end and minimum settings.
Thanks.
As I could see it’s supported everywhere, but you have to add values by yourself, which are:
microdetails:b=yes
clusteredLights:b=yes
fullDeferred:b=yes
contactShadows:b=yes
wake:b=yes
ripples:b=yes
downsampledShadows:b=yes
Are you sure you need those in levels?
Hmm… it’s really blocked not in menu. Must be required then. You can try add menu_level:tag to your custom level template as a workaround.
Yes, this is a solution and it does work.
Are you sure you need those in levels?
I had players report me that they had broken lighting from spot lights and these feature overrides fixed or improved their problems. Also i got the codes from one of the event scenes made by the developers themselves.
Overrides used:
"level__renderFeaturesOverrides:object"{
microdetails:b=yes
clusteredLights:b=yes
fullDeferred:b=yes
}
Bare minimum settings, without overrides:
With overrides:
So not sure why limit this to menu scenes (by default)
Is it only a problem in Bare minimum mode?
Because if it is, then you should understand that Bare minimum is designed to be fast at low-end graphics cards, except for menu scenes which contain limited amount of objects i.e. optimized enough even for low-ends, so that’s why it was coded this way I think.
If your scene is optimized enough for low-end graphic cards, then you may add menu_level:tag for now, I think. No guarantees this tag won’t be removed or used additionally for smth else in a future, though.
Is it only a problem in Bare minimum mode?
Just checked. Yes. Regular minimum setting doesn’t require the overrides for spot or omni lights.
Because if it is, then you should understand that Bare minimum is designed to be fast at low-end graphics cards, except for menu scenes which contain limited amount of objects i.e. optimized enough even for low-ends, so that’s why it was coded this way I think.
This makes sense. Although, performance hit between overrides on and off are negligible or non existent in my case. I also have a PC that can run the game comfortably at max settings so this may not be the case on lower end hardware:
If your scene is optimized enough for low-end graphic cards, then you may add menu_level:tag for now, I think.
No guarantees this tag won’t be removed or used additionally for smth else in a future, though.
As long as it’s not hardcoded and unmoddable, it shouldn’t matter.