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Rendering
– S3 Metal support
If
you’ve selected S3
Metal support then set it as follows. NOTE – S3
based graphics cards owners as recommended to install
the latest drivers for their particular
graphics cards.
Coronas. Set this to True.
This is the haze of light that appears around light
sources in the game, such as torches in the game. Set
it to False
if you really need extra performance.
DetailTextures. A detail texture is
a very small, fine pattern which is faded in as you
approach a surface, for example wood grain, or
imperfections in stone. Set this to True
for improved visual quality, although it may cause a
performance hit on some graphics cards.
Set
it to False for increased performance. You can
use the LodPercentage setting to adjust the
range at which detail textures are applied.
Enable32BitZ.
This setting is set to False by default. If you
are experiencing flickering world surfaces &
similar visual corruption when running in 16-bit color set this to True. This
forces the use of a 32-bit Z
buffer (even in 16-bit colour) which should fix these
display errors if they are occurring. You may ignore
this setting if you experience no such errors or are
running in 32-bit color.
EnableFastFlashblend.
Set this to True to improve performance,
setting it to False will improve visual
quality.
HighDetailActors.
Set this to True for better visuals. Setting it to False will improve performance.
ShinySurfaces.
Shiny surfaces are the reflective surfaces in the
game, e.g. On some floors you can see your reflection.
Setting it to False will improve your frame
rate in such areas. I’d recommend setting it to False.
VolumetricLighting. Set this to True
for better visuals (effects like fog), although with
lower performance. Setting this to False
will result in a big frame rate increase. On
most graphics cards that have trouble running Unreal
setting this to False along with DetailTextures
to False will mean the difference between a playable
& an unplayable game.
Much
like Glide,
you should have few
problems with this renderer at all.
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