Graphics - General

  • Render Quality: Allows you to adjust the graphics quality (lower is faster). Many options are changed based on this setting. To show the detailed options, click on the Advanced button at the bottom of the window.
  • Shaders:
    • Transparent water: Allows water to look transparent instead of opaque.
    • Bump mapping and shiny: Enables the rendering of shiny and bump mapped surfaces.
    • Basic shaders: Allows rendering of high-quality water, basic lighting, and other graphical effects.
    • Atmospheric shaders: Enables advanced atmospheric and lighting.
    • Lighting and shadows: Check this to enable shadows. Note that enabling shadows can cause instability and performance issues; click here for knowns specifics.
    • Ambient occlusion: Checking this enables more realistic shadows; the stability and performance note above also applies here.
  • Shadows: Lets you choose what light sources cause shadows, your choices are:
    • none
    • sun/moon
    • sun/moon and projectors
  • Water Reflections: Allows water to reflect terrain, objects, and avatars.
  • Local Lights: Enables you to see local lighting. The number of local lights which illuminate the scene, will vary depending on your video card.
  • Draw distance: Affects how far out from your viewpoint objects will be rendered in the scene.
  • Max particle count: Sets the maximum number of particles you are able to see on your screen at once.
  • Max # of non-imposter avatars: Sets the number of avatars that will be fully rendered. See Avatar impostors below.
  • Post process quality: Determines the resolution with which glow is rendered. A lower setting will cause glow to look slightly pixelated.
  • Windlight sky detail: Controls the detail with which windlight skies are rendered. Higher values mean better quality but lower performance.
  • Level of Detail (LOD) Distance Factors:
    • Objects: Determines the amount of detail the viewer will use in rendering object shapes; a lower setting causes objects to appear more angular and polygonal. Corresponds to the RenderVolumeLOD debug setting.
    • Flexiprims: Determines the amount of detail the viewer will use in rendering flexible object shapes.
    • Trees: Determines the amount of detail the viewer will use in rendering (Linden) tree shapes.
    • Avatars: Determines the amount of detail the viewer will use in rendering avatar shapes.
    • Terrain: Determines the amount of detail the viewer will use in rendering terrain.
    • Sky: Determines the amount of detail used in rendering the sky.
    • Avatar Physics: Affects the detail of avatar physics. Set to 0 to disable avatar physics entirely.
  • Avatar Rendering:
    • Avatar imposters: Allows far-away avatars to be subtly rendered as two-dimensional images in order to improve your framerate in crowded areas.
    • Hardware skinning: This allows some aspects of avatar rendering to be handled by your graphics card to improve performance.
    • Avatar cloth: Allows the rendering of flexible cloth on avatar clothing, such as shirts and flared pants.
  • Terrain Detail: Choose the amount of terrain detail you would like to see. Setting this option to Low replaces the ground texture with a low-resolution ground texture.
  • general.txt
  • Last modified: 2011/09/05 17:47
  • by edmerryman