View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
---|---|---|---|---|---|
0014397 | The Last Federation | Suggestion | Apr 22, 2014 10:01 am | May 6, 2014 12:17 pm | |
Reporter | Prokofiev | Assigned To | Chris_McElligottPark | ||
Status | closed | Resolution | not fixable | ||
Product Version | 1.002 (Tech Acquisitions And Planetary Attacks) | ||||
Summary | 0014397: Graphical settings | ||||
Description | Add separate brightness, gamma, and contrast controls. Make the graphical settings adjustable from within the game, rather than requiring the player to back out the opening menu to change these--after which they must load a saved game, etc. | ||||
Tags | No tags attached. | ||||
Internal Weight | New | ||||
|
Unfortuantely, given to the nature of the game, adjusting brightness contrast, and gamma are not things that we can do. This isn't like a 3D FPS game. Also, in terms of editing any settings, you can already do that straight from the Settings button inside the menu you see when you hit escape while inside the game -- no need to go all the way to the main menu! |
|
"Unfortuantely, given to the nature of the game, adjusting brightness contrast, and gamma are not things that we can do. This isn't like a 3D FPS game." Thanks for the response, but there's no need to get insulting. I have no interest in FPS games, and almost without fail, the strategy titles I do play--Crusader Kings II, Europa Universalis IV, Age of Wonders III, Guardians of Graxia, Civ IV mods, SMAC--offer some variety of gamma, brightness, and/or contrast settings. Which are especially useful in reading text for any length of time. The only game I've purchased that doesn't do this is Reus, but then, given it's nature, I don't see it as an issue. |
|
Wow, I was not trying to be insulting -- tone doesn't convey through text, so please don't take it that way. FPS games are simply a great example of this sort of thing in action. Bear in mind that almost all of the examples that you cite, to my knowledge, are 3D engine games. In other words, they have ways of adjusting those sorts of settings in the same fashion that an FPS game would, because they are using a lighting model and so on. With our game, or in fact most 2D games, there's not a true lighting model or geometry or anything like that. It's all sprites. Some engines do this via other modes, and perhaps there is a way to do it through shaders on the GPU, but there's nothing built-in in unity for this, and it's not something that is likely to work too well. I'm not personally aware of any 2D games with this sort of option. |
|
Fair enough, and I apologize for misunderstanding. :) I *think* SMAC is 2D, despite placing objects apparently below and above others, but your point's well taken. |
|
Misunderstandings happen all the time, particularly with the ambiguity of text -- it's no worries at all from my end. :) I might be able to work something out with shaders at some point, but it's a tricky thing that probably would cause things to get washed out and so on. The native sort of calls you're thinking of are when you're in things like ambient lighting. We have all lights off and textures rendering in true-color to get the pixel-perfect colorization, so anything we did to go brighter or adjust contrast would require some sort of color manipulation. Which is particularly difficult when you're talking about sprites that already use additive blending and so forth a lot of the time, or in some cases HSV shifts. It would pretty much have to be a whole-screen post-processing filter after each frame is done, which unity pro does support (and that is what we use), but those are tricky and often exclude older graphics cards, so I'd have to look into them pretty carefully. Incidentally, _darkening_ things is very easy for us, because it's just a matter of applying diffuse offsets less than 1f across the entire rgb spectrum for each vertex. We use that sort of thing a lot for darkening and for colorization. But you can't use that same approach to lighten. There's a simple way to do that as well, but that then precludes a lot of the other shader effects that we do. With multi-pass shaders we might be able to get that to work, but there again I think that some effects like HSV and additive blending would potentially really get strange. Anyway, if we were using a true lighting model this would be super simple, but we'd also have a slightly less efficient draw pipeline in general, and slightly muddier graphics from my past experience. Hope that makes sense. There probably actually is a perfectly simple way to handle this, but I confess I'm not a whiz with shader language, and it's a pretty poorly documented language compared to the the languages that are my meat and potatoes. |
|
You can probably accomplish some of these things yourself through your video card settings (at least I can). I can setup a visual styles profile for any executable on my machine, and NVidia will override my defaults when that game is running (it's not perfect, but it often gets the job done for me). I can adjust gamma (usually what needs it), but also the entire RGB profile if I so wished (which is generally more effort than the payout justifies, at least for me so I haven't played with that much.) |
|
That's true, I think that those two things can be adjusted on the GPU, same as you can actually adjust contrast and brightness on your monitor itself. In those two cases it is taking all of the finished pixels from any program, and then just running an operation on them. Same as works on your TV. |
|
It's a good point. I used to do something like that with our last computer, but primarily to bypass antialiasing limitations in a few games. I'll give it a shot, here. Thanks for the suggestion. |
|
Appears my NVidia setup only lets me override 3D default settings, but I see nothing that could control gamma or RGB settings. Images *are* crisper, though. |
Date Modified | Username | Field | Change |
---|---|---|---|
Apr 22, 2014 10:01 am | Prokofiev | New Issue | |
May 5, 2014 10:58 am | Chris_McElligottPark | Internal Weight | => New |
May 5, 2014 10:58 am | Chris_McElligottPark | Note Added: 0037400 | |
May 5, 2014 10:58 am | Chris_McElligottPark | Status | new => closed |
May 5, 2014 10:58 am | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
May 5, 2014 10:58 am | Chris_McElligottPark | Resolution | open => not fixable |
May 5, 2014 5:01 pm | Prokofiev | Note Added: 0037482 | |
May 5, 2014 5:07 pm | Chris_McElligottPark | Note Added: 0037484 | |
May 5, 2014 5:38 pm | Prokofiev | Note Added: 0037486 | |
May 5, 2014 8:16 pm | Chris_McElligottPark | Note Added: 0037491 | |
May 5, 2014 11:34 pm | Drak | Note Added: 0037535 | |
May 5, 2014 11:35 pm | Drak | Note Edited: 0037535 | |
May 6, 2014 8:22 am | Chris_McElligottPark | Note Added: 0037547 | |
May 6, 2014 12:02 pm | Prokofiev | Note Added: 0037574 | |
May 6, 2014 12:17 pm | Prokofiev | Note Added: 0037576 | |
May 6, 2014 12:21 pm | Prokofiev | Note Edited: 0037576 |