[Feature Request] Implement Basic Graphics Settings #84

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opened 2021-10-01 22:35:02 +02:00 by MrTeeXD · 5 comments

The game is in need of some basic graphical settings to help users with Low-end systems run the game perfectly. Some settings to be considered:

  • Turn Off Shadows
  • Turn off Particles
  • Turn off Reflections

Other then that, the game is amazingly created.

The game is in need of some basic graphical settings to help users with Low-end systems run the game perfectly. Some settings to be considered: - Turn Off Shadows - Turn off Particles - Turn off Reflections Other then that, the game is amazingly created.
gilgamesh added the
enhancement
label 2021-12-14 16:04:41 +01:00
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cc @unfa
Should this issue be closed or can more settings be implemented?

cc @unfa Should this issue be closed or can more settings be implemented?

Let's not close this, as work on it has started, but it's complete yet.

We've defined a lot more variables that can be changed, but they don't have any effect yet.
This will be ongoing, as it's not trivial to make sure every particle system in the game or light follows the settings. We'll probably need some single script that objects can trigger when spawning something so it can scna the spawned scene and aalter it's settings following the current visual settings.

Let's not close this, as work on it has started, but it's complete yet. We've defined a lot more variables that can be changed, but they don't have any effect yet. This will be ongoing, as it's not trivial to make sure every particle system in the game or light follows the settings. We'll probably need some single script that objects can trigger when spawning something so it can scna the spawned scene and aalter it's settings following the current visual settings.
unfa self-assigned this 2021-12-14 16:17:11 +01:00

@combustiblelemonade Do you have any thoughts on this?

@combustiblelemonade Do you have any thoughts on this?

So far the only graphics setting that wors is reducing the 3D rendering scale.

It can also be swung the other way, producing supersampling AA effect.

Help with implementing the rest will be appreciated.

The switches are already in the GUI (menu).

What needs to be done is implementing logic that'd use that to alter things in Godot's Viewport settings (shadows etc.), Environment (SSAO, SSR, volumetric fog etc.) and logic needs to be added to individual nodes like PArticle effects to alter the settings on spawn accordingly and disable shadows for lights etc.

Same for removing dynamic and static decal objects. Dynamic decals are blood stains, bullet holes and scorch marks.

Static decals are used to decorate level geometry.

Also - disabling extra PBR maps could be done maybe by swapping materials for custom simplistic shaders using only Albedo maps - that could be a switch called "simplified shading" (as opposed to "advanced shading"?). It'd also disable all decals. Though proably implementing this would be quite difficult.

So far the only graphics setting that wors is reducing the 3D rendering scale. It can also be swung the other way, producing supersampling AA effect. Help with implementing the rest will be appreciated. The switches are already in the GUI (menu). What needs to be done is implementing logic that'd use that to alter things in Godot's Viewport settings (shadows etc.), Environment (SSAO, SSR, volumetric fog etc.) and logic needs to be added to individual nodes like PArticle effects to alter the settings on spawn accordingly and disable shadows for lights etc. Same for removing dynamic and static decal objects. Dynamic decals are blood stains, bullet holes and scorch marks. Static decals are used to decorate level geometry. Also - disabling extra PBR maps could be done maybe by swapping materials for custom simplistic shaders using only Albedo maps - that could be a switch called "simplified shading" (as opposed to "advanced shading"?). It'd also disable all decals. Though proably implementing this would be quite difficult.

@combustiblelemonade If you have some time - you could tackle this.

@combustiblelemonade If you have some time - you could tackle this.
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Reference: unfa/liblast#84
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