I'm working on a settings configuration menu and I'm not familiar enough with UDK to determine which options should be changed and what they should be set to for a general Shadow Quality of "high" "medium" and "low" option.
These are the options available:
Has anyone taken the time to implement a sort of general "Shadow Quality" configuration for their game? I know each game is going to be somewhat different, but it would be nice to have some place to start.
These are the options available:
Code:
DynamicShadows (UBOOL) Whether to allow dynamic shadows. LightEnvironmentShadows (UBOOL) Whether to allow dynamic light environments to cast shadows. MinShadowResolution (INT) min dimensions (in texels) allowed for rendering shadow subject depths MaxShadowResolution (INT) max square dimensions (in texels) allowed for rendering shadow subject depths ShadowTexelsPerPixel (FLOAT) The ratio of subject pixels to shadow texels. bEnableBranchingPCFShadows (UBOOL) Toggle Branching PCF implementation for projected shadows bAllowBetterModulatedShadows (UBOOL) Toggle extra geometry pass needed for culling shadows on emissive and backfaces bEnableForegroundShadowsOnWorld (UBOOL) hack to allow for foreground DPG objects to cast shadows on the world DPG bEnableForegroundSelfShadowing (UBOOL) Whether to allow foreground DPG self-shadowing ShadowFilterRadius (FLOAT) Radius, in shadowmap texels, of the filter disk ShadowDepthBias (FLOAT) Depth bias that is applied in the depth pass for all types of projected shadows except VSM ShadowFadeResolution (INT) Resolution in texel below which shadows are faded out. ShadowFadeExponent (FLOAT) Controls the rate at which shadows are faded out. ShadowVolumeLightRadiusThreshold (FLOAT) Lights with radius below threshold will not cast shadow volumes. ShadowVolumePrimitiveScreenSpacePercentageThreshold (FLOAT) Primitives with screen space percantage below threshold will not cast shadow volumes.
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