almost 5 years ago - luke-dooly - Direct link

hey, all I wanted to clear up some of the ambiguity and lack of information on my part :wink:
first of I just wanted to let u lot know that if you’re having any weird issues feel free to get in contact with me about it. anyway into it :wink:

memory allocation
memory allocation is how much vram can be dedicated to the texture streaming system. so for example if your graphics card has 2GB and the memory allocation is set to dynamic the game will get that graphics card memory. as a safety measure, the dynamic system is always 256mb less than the total vram u have. as of such, we have given u the option to manually select a higher vram amount. (disregarding the -256mb safety) this way if u know what your vram is u can set it and not run into weird issues. when the vram does run out the system will attempt to use shared memory (system ram). if u want to get a performance boost instead of touching the memory allocation u want to adjust the texture quality dropdown.

render mode

Deferred Shading

Deferred Shading is the rendering path with the most lighting and shadow fidelity, and is best for all the realtime lights in le

Forward Rendering

Forward is the traditional rendering path. It supports all the typical Unity graphics features (normal maps, per-pixel lights, shadows etc.). However, under default settings, only a small number of the brightest lights are rendered in per-pixel lighting mode. The rest of the lights are calculated at object vertices or per-object.

Legacy Vertex Lit

Legacy Vertex Lit is the rendering path with the lowest lighting fidelity and no support for real-time shadows.

future
in the future, I will be adding tips for each graphical option to help out with all of this.