![]() ![]() There is also the option for auto setup that tries to select optimal settings for your hardware. There are preset options called min, low, mid and high with increasing graphical fidelity for each of the changeable graphics settings. 50% of the monitor's resolution width (e.g.133.3% of the monitor's resolution width (e.g.Includes a dropdown to select the render resolution, the options of which are dependent on the monitor's resolution setting (examples for a 1920x1080 monitor are shown). Fullscreen - Allows the game to take up the entirety of the monitor in a borderless, non-resizable window.Windowed - Allows the game to take up the entirety of a resizable window.Screen Sizing affects the size of the game window. It is identical to the displayfps command being entered into the Developer console on the desktop client. On mobile this setting is called Entity Highlights and reacts equivalently with long-presses and taps.įPS Display is a mobile-only setting that toggles a window that displays FPS (frame per second) and other information in game. This option also causes the player character's silhouette to appear through the scenery when there is scenery between the camera and player character. examine and player character operations). Clicking the objects makes the outline to flash brighter, and even objects with no left-click options receive a grey flash (e.g. Interactable scenery has a cyan outline, monsters a red one, and non-attackable non-player characters a yellow one. Mouse-over Entity Highlights causes interactable objects to have a glowing outline when they are hovered over and clicked. The more canopy there is between the canopy and the character, the greater the fading effect. Turning the option on causes the canopies to fade out around the character. Tree Canopy Fade determines how the tree canopies behave when the player character is hidden behind them. Smooth Camera Fade causes objects that clip with the camera to be smoothed out. Turning on this option requires draw distance to be set to high or ultra. Terrain blending turned on (textures are "off").ĭepth of Field causes distant objects to be blurred. This setting must be turned on to adjust Shadow Quality and Volumetric Lighting. This setting controls NPC, player and scenery shadows. The shadows setting controls whether or not shadows appear. The values range from 50% to 200%, in 10% increments. Conversely, a value higher than 100% will provide smoother visuals at the cost of performance. The default is 100%, and a game render scaling value lower than 100% may improve performance at the cost of visual quality. Game Render Scaling affects the resolution that the 3D graphics are rendered at. The Default Player Models setting controls how far the player characters appear in high detail in crowded areas. ![]() The values range from 100% to 300%, in varying increments of 10%, 15%, and 35%.ĭefault Player Models This is useful for higher resolution monitors where the default interface size may appear very small. Interface Scaling affects the sizes of interfaces within the game window. On mobile, both of these are consolidated into a single setting called Frames Per Second and can be set to the following: Vsync bypasses this setting if it is set to a lower synchronisation rate. These options can be set at intervals of five between 5 and 300 inclusive. The watchtowers with volumetric lighting on "ultra".įoreground and Background FPS įoreground FPS and Background FPS control the maximum frames per second that can be rendered when the game is the focused or unfocused window, respectively. Auto setup runs when starting the client for the first time and can be run again at any time by selecting the "re-run auto setup" button. Preset Table SettingĪuto setup selects the best settings for a balance between visuals and performance based on the computer's hardware. Advanced settings can be individually customised doing so turns on the "custom" option. On the desktop NXT client, there are five graphics presets: "min", "low", "mid", "high" and "ultra", each increasing in graphical fidelity. ![]()
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