treephone.blogg.se

Xenia emulator colors messed up
Xenia emulator colors messed up





xenia emulator colors messed up

Global and serialized version of ForceMiplevelsToBeResident. The Texture group this Texture belongs to for LOD bias. Mip-levels that cannot be reached in-game because of its LOD bias are removed from the cooked data on disk by Unreal Frontend to save disk space. The LODBias, the LODGroup's LOD bias and the NumCinematicMipLevels are all added together to form a final LOD bias value for the Texture. This value can be negative to compensate for the LODGroup's LOD bias for a particular Texture. The number of miplevels to drop before uploading the Texture. Using strong sharpening (values bigger than 6) can result in dark or bright borders around the image content, but this might be acceptable in certain situations (depending of art style and Texture content). Using a limited amount of sharpening (values up to 4 or 5) can help to increase the image quality without performance loss or memory cost. In order to counteract the blurring the mip-mapping introduces, it is possible to sharpen the image during down-sampling to restore some of the information loss. Note that the usage of mip-maps can reduce Texture details. This option allows you to customize how the content of the mip-map chain looks. Sharpening also helps to improve the DXT compressor as the compression of subtle color shades is limited. This avoids a color shift in some extreme cases. Then luminance is done as defined and the chrominance (color) information is down-sampled without sharpening (currently 2x2 but 4x4 Gaussian would be possible as well). When you are using color content, the sharpening is not processing the color channels independently. Compared to SimpleAverage, it appears blurrier but higher quality. Sharpen0 is not sharpening, but it still uses the quality down-sampling filter all Sharpen settings use (4x4 Gaussian kernel). In the Mip Gen Settings drop-down box, the SimpleAverage setting uses a 2x2 kernel size, and all Sharpen settings use a 8x8 kernel and some negative weights to sharpen. The setting has no performance impact at runtime as it only affects the mip-map generation (during importing or when changing the setting). That data allows the graphic card to render faster when using the lower mips (less memory bandwidth) and also reduces the Texture aliasing (shimmering) that becomes visible when having detailed Texture in certain distances. The mip-map chain consists of multiple levels of the sample image, each half the resolution of the level before. Mip-map generation happens during importing of the Texture and creates a mip-map chain for the Texture. The Level Of Detail section displays mip and LOD settings. The compression quality for generated textures. A value of 0 means the maximum size for the format on each platform, except HDR long/lat cubemaps, which default to a resolution of 512. The maximum resolution for generated textures. The compression settings to use when building the Texture. If enabled, defer compression of the Texture until save. If enabled, the Textures Alpha channel will be discarded during compression.







Xenia emulator colors messed up