FullRelight (Slash Command): Difference between revisions
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==Slash command== | ==Slash command== | ||
{{SlashCommandArticle|command=fullRelight|note=Do not cap number of world object vertices to relight per frame}} | {{SlashCommandArticle|command=fullRelight|options=[0-1]|note=Do not cap number of world object vertices to relight per frame}} | ||
* 0 = disabled, 1 = enabled | |||
* Default setting is 0 (disable). | |||
Vertex lighting calculates the illumination only at the vertices of meshes and interpolates the vertex values over the rest of the surface. | Vertex lighting calculates the illumination only at the vertices of meshes and interpolates the vertex values over the rest of the surface. | ||
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==Example== | ==Example== | ||
/fullRelight | /fullRelight 1 | ||
==Also== | ==Also== |
Revision as of 03:12, 1 June 2023
Slash command
Do not cap number of world object vertices to relight per frame
- 0 = disabled, 1 = enabled
- Default setting is 0 (disable).
Vertex lighting calculates the illumination only at the vertices of meshes and interpolates the vertex values over the rest of the surface.
This is a graphics setting that has to do with rendering and lighting 3D objects in game. "Vertices" are merely corners of any 3D shape. The more vertices that are lit per frame, the greater the graphics quality. However, the greater the number of vertices that are lit, the harder your computer has to work. There is a trade off in frame rates. It's not recommended to uncap the limit of how many vertices can be lit unless you have the hardware that can handle it.
Some experts recommend keeping the vertex count below 200,000 and 3,000,000 per frame... but those numbers can vary widely depending on the hardware and software running a game.
Example
/fullRelight 1
Also