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Sacrifice Tweak guide

Full Scene Antialias. Tick this setting to enable support for Full-Scene Anti-Aliasing on supported Graphics cards. Although you may not need to enable this setting for it to work, this may fix some issues with certain FSAA implementations.

Triple Buffering. Tick this setting to improve performance (Triple buffering allocates a 3rd frame buffer. This frame buffer can improve performance by allowing the hardware to render at the same time that the 3D application performs other tasks), although it will require extra video memory. Certainly Untick this if you have less than 16MB of video memory on your graphics card as this requires extra video memory.

Widgets. Widgets are the small bits of extra detail on the landscape, e.g. grass & other minor visual touches. Tick this setting to enable their display, which will result in a less barren looking landscape, although may slightly reduce performance. Untick this setting for maximum performance & clearest visibility.

Blood Stains. Tick this setting to enable blood stains in Sacrifice, these will appear on the ground around an attacked/wounded model. Untick this setting for improved performance. You can adjust the maximum amount of decals (blood stains are part of this) with the Max Scars setting.

Explosion Scars. Tick this setting to enable explosion scars in Sacrifice, these will appear on the ground around models attacked by spells & such. Untick this setting for improved performance. You can adjust the maximum amount of decals (explosion scars are part of this) with the Max Scars setting.

Disable Fogging. Ticking this setting can fix the blue/grey shades only visible in the game on older Graphics cards. If you donít have this problem you should leave this setting Unticked.

Disable triangle strips. Ticking this setting fixes the Missing limbs problem on older graphics cards. On newer graphics cards leave this setting Unticked as it is faster.

Character Texture Resolution. This slider sets the resolution for texture maps on characters. Sliding this bar to the Right will increase the resolution of textures for improved visual quality & vice versa. Higher resolutions may well result in lower performance however (Particularly on Graphics cards with low Video memory).

Max Scars. Use this slider bar to adjust the amount of decals (scars) on terrain. Lowering this amount can improve performance, particularly when many of these are viewable at any one time. Once this limit is reached, the oldest scar is removed & the new one is displayed. Iíd recommend setting this to 100 - 150, although you may well prefer to use more/less depending on your graphics card. NOTE - This feature comprises of both Blood Stains & Explosion Scars.

Target Framerate. Set this to equal to whatever you feel is the minimum for a playable game. 25 should be the ideal minimum frame rate for most users. This specifies the frame rate threshold below which Sacrifice will start dropping detail - reducing model detail & not drawing optional effects. If this is set higher than your normal frame rate, then you will never see reduced graphics almost always, but get the best possible performance. The ideal setting for this is about 10 frames below your average frame rate, otherwise youíll drop off too much detail. Its also worth not setting this value too high so your system will not be under constant pressure to maintain this frame rate.

Gamma Correction. Using this slider bar you may adjust the brightness level in the game. Sliding it to the Right can improve visibility (& the brightness level of course), although it can make the textures look washed out if you set it too high & vice versa. You may need to test different settings to see which results in the optimum level of brightness for the game.

Texture Filter Mode. This setting selects the filtering mode for textures. Options available are Point, Bilinear & Trilinear. Trilinear filtering interpolates between the mipmap levels as well as the weighted average of the texels around it. This gives the smoothest texture with the most blur in between texels. Select this (Trilinear) for improved visual quality. Setting it to Bilinear will improve performance (Reduces memory bandwidth used). Setting it to Point will result in the largest performance improvement, although image quality is greatly reduced.

Texture Resolution. Options available are Very Low, Low, Medium & High. The Higher this setting the sharper textures in the game will appear, although performance can be lowered (Especially on low memory Graphics cards). The Lower the setting the more blurred textures will appear in the game. Selecting a lower setting can improve performance on graphics cards with low video memory.

Detail Level. This setting controls the amount of polygons used for models & the range at which this detail gets dropped (The further away a model is, the less polygons are used for rendering it). The Lower the setting the less detailed models will appear in the game & vice versa. You should only really select Very High if you have a fast CPU (700Mhz or so) or a Graphics card with a T&L unit onboard/or high polygon throughput.

Joby Otero, Sacrifice's Art Director sent me the following information regarding the Detail Level setting & the Insane option:

I would recommend that users, even on the most powerful systems, not use the Insane setting. This turns off _all_ non-distance-based geometry optimizations. The problem is that this means that during large battles (>40 creatures onscreen) you will have sometimes 60-100k polygons per frame (sometimes more). That's because none of the nearby creatures will be allowed to change LOD & will stay at between 2500-1000 polys (40+ creatures * 2000 polys + the rest of the scene). That's just WAY too much detail for today's graphics cards to handle. Players using the Insane setting will get <5fps in later stages of the single-player campaign or in large MP battles. Unlike the momentary framerate dips at the start of large battles (due to new textures/creatures loading for the 1st time), these large framerate dips with the Insane setting will last throughout the battle (the extra geometry is never allowed to drop).

Even for users with 1.2ghz Athlons or 1.5ghz p4s we recommend using Very High, High or Normal. On such machines the engine will automatically use much more geometry. The difference is that it will still be allowed to make some optimizations when even these behemoth machines can't render 100K+ polygons.

You can find out how to optimize your particular Graphics cards performance/visual quality in the Voodoo 3, Voodoo 4/5 & TNT/GeForce Tweak guides.

 



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