Search Results for

    Show / Hide Table of Contents

    Graphics Settings

    The graphics settings asset specifies the initial rendering quality and other graphics-related options. You can change most of these values at runtime using the GraphicsQuality service or by using the dedicated window to edit the graphics quality in the editor (select option from main menu Window -> Graphics Quality).

    Properties

    Flax Graphics Settings

    Property Description
    Use V-Sync Enables rendering synchronization with the refresh rate of the display device to avoid "tearing" artifacts.
    AA Quality Anti Aliasing quality setting.
    SSR Quality Screen Space Reflections quality.
    SSAO Quality Screen Space Ambient Occlusion quality setting.
    Volumetric Fog Quality Volumetric Fog quality setting.
    Shadows Quality The shadows quality.
    Shadow Maps Quality The shadow maps quality (textures resolution).
    Allow CSM Blending Enables cascades splits blending for directional light shadows.
    Default Probe Resolution Default probes cubemap resolution (use for Environment Probes, can be overridden per-actor). Recommended is default 128x128. For mobile platforms try using a lower resolution to get more performance.
    Use HDR Probes If checked, Environment Probes will use HDR texture format. Improves quality in very bright scenes at cost of higher memory usage.
    Enable Global SDF If checked, enables Global SDF rendering. This can be used in materials, shaders, and particles.
    Global SDF Distance Draw distance of the Global SDF. Actual value can be large when using DDGI.
    Global SDF Quality The Global SDF quality. Controls the volume texture resolution and amount of cascades to use.
    Generate SDF On Model Import If checked, the Generate SDF option will be checked on model import options by default. Use it if your project uses Global SDF (eg. for Global Illumination or particles).
    GI Quality The Global Illumination quality. Controls the quality of the GI effect.
    GI Probes Spacing The Global Illumination probes spacing distance (in world units). Defines the quality of the GI resolution. Adjust to 200-500 to improve performance and lower frequency GI data.
    GI Cascades Blending Enables cascades splits blending for Global Illumination.
    Global Surface Atlas Resolution The Global Surface Atlas resolution. Adjust it if atlas flickers due to overflow (eg. to 4096).
    Gamma Color Space If checked, color space workflow will use Gamma instead of Linear. Gamma color space defines colors with an applied a gamma curve (sRGB) so they are perceptually linear. This makes sense when the output of the rendering represent final color values that will be presented to a non-HDR screen.
    Render Color Format Pixel format used by the rendering pipeline (for light buffer and post-processing). Possible options:
    OptionDescription
    R11G11B10HDR 32-bit buffer without alpha channel support. Offers good performance but might result in colors banding or shift towards yellowish colors due to low data precision.
    R8G8B8A8LDR 32-bit buffer with alpha channel support. Offers good performance but doesn't support High Dynamic Range rendering.
    R16G16B16A16HDR 64-bit buffer with alpha channel support. Offers very good quality for wide range of colors but requires more memory.
    Fallback Fonts The list of fallback fonts used for text rendering. Ignored if empty.
    Post Process Settings The default Post Process settings. Can be overriden by PostFxVolume on a level locally, per camera or for a whole map.
    • Improve this Doc
    In This Article
    Back to top Copyright © 2012-2024 Wojciech Figat