Ok, so a few tips about graphic settings for the game if it isn't smooth enough
- first, you want to disable the motion blur effect. It's already quite strong, but running with low FPS will make it really
strong, and it will degrade video quality as soon as you move.
- I tried lowering the various settings, but the best way to get a good FPS rate on my pc is to lower the game resolution.
- you might want to disable the focus effect. It doesn't have a high FPS hit, but isn't working fine IMHO. Normally, this effect should blur close objects when you look at a distance, and blur the landscape when you look at close objects. In RMME, it always blurs close objects, no matter whether you're looking at them or not.
- you might want to lower the sunshafts quality. It could give you a few extra fps, and still looks awesome enough (personally, I think sunshafts look irrealistic - as in most games. But since it's so awesome, I still like it). By the way, sunshafts in Unity look quite bad when the light source is displayed on the edge of your screen
- lower or disable the SSAO quality. SSAO is quite demanding, and it's likely you won't even notice the difference. Personally, I think it looks almost as good on low-quality as on high quality.
- and disable AA, which is another very demanding option, and which doesn't improve much the quality IMO.
Also, Unity is totally buggy when it comes to changing the screen resolution. For instance, changing the resolution to 1600x900 on my PC made the game windowed and running at ~540 pixels. Forcing it fullscreen again set my desktop resolution
to 540, and kept the game windowed.
It seems it is caused by VSync, so before changing the resolution, make sure to disable it.
Tomala wrote:(It seems to be better optimized for NVidia GPU's)
I have an NVidia GeForce GTX 760m, and even though it's playable it's not really fluid...
BTW, I looked a bit in editing existing game files. I know nothing about Unity, but it seems most resources are stored in ".assets" files. These files can be decompiled with a tool called Unity Assets Explorer, but it gives ".43" files. Then there is a ".unity3d" file, which I believe stores objects position, logic, etc.
To modify meshes, textures and materials, the easiest way would be if Unity could read non-packed files, the same way as TES engine does. This way we could avoid having to repack everything, and redistribute too much modified Cyan stuff. But I'm not sure whether that's possible...