The_Train
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- 18 Mar 2009
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Tanta roba se switchano a Vulkan di default, in quanto ad efficienza é ancora la scelta ideale
About the new settings:
General information (quotes):
- "Fog" is <600 meters, "gas clouds" are "space clouds"
- Fog quality controls the resolution of the volumetric texture. Allows for more detailed shafts of light.
- Fog can get expensive!
- Water simulation = the number of 'patches' (areas) of water that can be simulated simultaneously
- Shader Quality improves quality of things like parallax occlusion mapping and their shadows
- Higher view distance adds slightly more CPU work.
- All settings change immediately, apart from Vulkan/DX11 which requires restart.
- Ultra settings are targeted at cards with 20+gb VRAM. Those are mostly used internally for the cinematics and such.
- A new menu system is coming, hence why this one is lacking things like tooltips (and a working drop-down menu!)
- Water quality won't really affect the quality of a single impact, but will limit the number of different impacts over a wider area
- We expect VRAM usage to go down with some new tech early next year, but then we'll need that back for the new planet tech!
- For the most part CPU is independant of graphics settings.
- No graphics settings offload things to CPU. That's been a long term misconception.
- We don't really have any fixed expectations on GPU side for Vulkan. It should mostly be the same, but different shader compiler and drivers mean we get lots of small differences.
- If we stick with Vulkan by default for 4.5 (not 100% certain yet) then we'd look to drop DX11 on the following major release. Or possibly the one after that.
- Potentially frame-gen in the future, but not quite yet. Need general performance to be better first.
- As a reminder, CPU performance is always lower ahead of the full release because we leave debug code in there to help diagnose issues, and this has a cost.
33 milioni raccolti durante L'IAE, successone.![]()




