Glass “optimization” nerf work around

Hmm, not sure about other fluffs, but removing the lens flares, specifically, is just a matter of setting their <QualitySetting> to zero (off), for your chosen <FX> level, surely? ...or am I missing something? (maybe you have some settings file(s) in your user/appdata hierarchy, which overrides any "earlier" values you may have been editing..?)

(I'll admit I would not have objected to keeping the halos on the station entrance position lights, though; Those can be a tad hard to see when in sunlight.)
Yep, we "could" do that... but that small lit dot for stations in space and other important markers would be gone because they are also linked to FX level and lens flare...
 
Thanks, learned a lot in the last 10 minutes ;)

So RT is not really needed...
Well, PBR wasn't really "needed" - what it did though, is move to a "more" modern rendering pipeline, that new hires/younger devs would be more used to, and it it a better pipeline that has more potential for future graphical updates.

What it also did, was create WAY MORE work than I think they thought there was, and seems to have totally sideswiped them and they still haven't caught up with that.

Ray tracing would be even more of a modern pipeline (I saty that but raytracing has been around for eons, just not in realtime), (but possibly too modern for all those new hires/younger devs to be entirely familiar with it right now) and has even more potential for "Better" graphics (though that is entirely down to the artists, you can use whatever system you want and still make trash)

It would create the same amount of work they still haven't finished, again, as they'd need to re-do all the shaders to work with the new system.

So... it would be a pretty bad idea. (IMO)
 
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