Difference between revisions of "Viewerhelp:2.7.1/Preferences - Graphics"
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{{Modified Translated Help Article}} | {{Modified Translated Help Article}} | ||
Controls | Controls the settings and quality of the Viewer's graphics. | ||
{{UIref | {{UIref |
Revision as of 13:28, 10 June 2011
Note: This article has been edited since it was returned from translation. REQUIRES RE-TRANSLATION. |
Controls the settings and quality of the Viewer's graphics.
Quality and speed
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Choose among four preset graphics levels, with increasing level of detail and more computer power needed: Low, Mid, High, and Ultra. For High and Ultra, you need a computer that meets or exceeds the System Requirements. |
Apply
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Apply UI size settings. Other graphics settings preview live as you change them. |
Reset
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Reverts to the recommended preset, based on what Second Life detects your graphics card to be, on the Quality and speed slider. |
Advanced
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Shows Advanced graphics settings (see below). |
Hardware
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Shows the Hardware Settings window. |
Advanced graphics settings
Shaders - Enables or disables various types of pixel shaders
Transparent Water | Whether water reflections appear. |
Bump mapping and shiny | Depth and shine effects which are found on various inworld creations. |
Local Lights | TBD |
Basic shaders | Provides more depth and realism. |
Atmospheric shaders | Realistic sky and water appearance. Basic shaders must be on for this to be enabled. |
When Atmospheric shaders is checked, and your systems supports it, the following options are available:
Lighting and Shadows | TBD |
Ambient Occlusion | TBD |
Depth of Field | TBD |
Shadows | Select the type of shadows to display. |
Water Reflections
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Sets the types of elements that water reflects. When set to Everything, this is a particularly taxing feature and requires a fast graphics card to use effectively. |
Avatar Physics
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Controls the frequency of display updates for enhanced avatar physics:
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Draw Distance
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Affects how far out from your viewpoint objects are rendered in the scene. Increasing this can substantially slow down your performance in dense areas, so experiment to find the right balance. |
Max Particle Count
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Sets the maximum number of particles you're able to see at once. |
Max # of non-impostor avatars
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Sets the maximum number of avatars that are displayed in 3D instead of 2D. Decreasing this number can increase performance, but can also make more avatars around you look less realistic. |
Post process quality
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Sets the resolution with which glow effects are rendered, which tends to be a minimal difference |
Mesh detail - Sets the amount of detail used in rendering certain elements. A higher value takes longer to render, but provides more detail.
Objects | More detail is especially noticeable with curved objects which require many triangles to render like "sculpties" (sculpted prims), spheres, and wheels. |
Flexiprims | Controls the smooth motion of flexible primitive objects, as commonly used in avatar hair, skirts, capes, and so on. More noticeable when there are many flexiprims onscreen. |
Trees | Affects the detail of Linden "system" trees, not to be confused with Resident-trees made using objects. |
Avatars | In addition to rendering avatars more realistically, this also sets the distance at which avatars become Avatar impostors. Lower this to make them become impostors nearer, which looks worse but results in faster performance. |
Terrain | Increasing this makes the ground mesh look more organic and curvy. |
Sky | Only changes the sky's detail when Atmospheric shaders is on. Lower settings can make the sun and cloud formations look blocky. |
Avatar Rendering
Avatar impostors | Renders distant avatars cheaply, often resulting in substantial performance gains in large crowds. Unless you dislike the way it looks or have other problems, leave it on. |
Hardware skinning | Provides a slight performance boost. This is incompatible with some hardware, so if if it's not already grayed out yet avatars appear jagged or deformed, try turning this off. |
Avatar cloth | Makes your avatar mesh clothing ripple in the wind. Not available on all hardware, notably Mac OS. |
Terrain detail
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High is possible on supported systems, Low makes the ground look fuzzy but renders faster. |