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More Custom Graphics


DeaneTheMachine
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I would really like to see warframe have more graphics option to ensure smoother gaming on older computers. I not only mean more optimisations and memory polishes from DE but also new options in the options menu to turn the graphics right down. Also considering these are just graphics relative to every computer it wouldn't cause any kind of power creep so I really don't want to hear that in the comments

 

Here are some examples:

 

Ability to have the energy orbs as a simple solid color like the old orbs

Red for health Blue for energy Yellow for affinity Green for boosters etc.

 

Low resolution textures

 

Minimal water detail, particularly in the void

 

Texture shading/Having a wall simply 1 color without shadow or shading effects

 

Effects completely turned off (Mesas peacemaker glows from her body and discharges from here revolvers, sparks from hitting enemies)

 

Hope these lower benchmarks for computers could help more people play smoother

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  • 2 weeks later...

As far as im aware, the settings that can be turned off, can be turned off completely, and the settings that are scalable already run to a very low spec.

 

At some point you need to draw the line at what your 'low' is since something like textures can't be infinitely scalable for every ones PC's. Same goes for mesh quality.

 

So replacing the textures for orbs (for example) may end up in a worse state since now you have two separate addresses (at the very least) for the flat red texture, and the detail texture - As opposed to having just the 'one' path for the detail texture.

 



A really good trick the developers of the Warframe could use is the Occlusion Culling, basiccaly what it does is that it stops rendering for example walls that arent show in your screen.

 

More on the link

 

https://en.wikipedia.org/wiki/Hidden_surface_determination

 

This technique reduces cpu load and cpu limits.

Occlusion culling is already in the game, the exact method of use only DE know, but it is already quite aggressive. ~U14 (i think) entire walls were being culled from render and you'd turn corners and peer out into space for a fraction of a second before the GPU put the data back.

 

For instance, in the current build at highest settings:

vlcsnap-000439vp8q.png

vlcsnap-00044h8ofl.png

You can still catch it every now and then (boxes in the middle of the room). The implementation DE use has gotten a lot better, whereas before walls and floors were missing, the example above is the difference of a single frame.

 

It may be tied to the mesh quality setting, with lower levels progressively getting more and more aggressive...

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