Usefp (Slash Command): Difference between revisions
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{{SlashCommandArticle|command=usefp|options=[0-1]|note=Use a floating point render target for HDR lighting effects if available.}} | {{SlashCommandArticle|command=usefp|options=[0-1]|note=Use a floating point render target for HDR lighting effects if available.}} | ||
* 0 = Disable floating point, 1 = Enable floating point. Default = | * 0 = Disable floating point, 1 = Enable floating point. Default = 0. | ||
* This command enables a dynamic range of values for HDR lighting effects rather than a hard, constant value such as 5. Floating-point values allow you to represent very large differences in light intensity in your scene, without knowing beforehand what the maximum and minimum light values will be. | * This command enables a dynamic range of values for HDR lighting effects rather than a hard, constant value such as 5. Floating-point values allow you to represent very large differences in light intensity in your scene, without knowing beforehand what the maximum and minimum light values will be. | ||
* HDR must be enabled first using {{slashcommand|usehdr}} before the {{launchparam|usefp}} command will work. | * HDR must be enabled first using {{slashcommand|usehdr}} before the {{launchparam|usefp}} command will work. |
Revision as of 22:09, 19 February 2024
Slash Command
/usefp [0-1]
Use a floating point render target for HDR lighting effects if available.
- 0 = Disable floating point, 1 = Enable floating point. Default = 0.
- This command enables a dynamic range of values for HDR lighting effects rather than a hard, constant value such as 5. Floating-point values allow you to represent very large differences in light intensity in your scene, without knowing beforehand what the maximum and minimum light values will be.
- HDR must be enabled first using /usehdr before the -usefp command will work.
Example
-usefp
Also