Marine Arena


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PostPosted: 29 Sep 2018, 11:07 
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Low seems to be the standard but are there other settings to look into, such as higher effect or texture values and such or does it generally not make a difference whatsoever?


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PostPosted: 29 Sep 2018, 11:47 
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PostPosted: 29 Sep 2018, 12:36 
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Ultra on everything but remove unit voices

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PostPosted: 02 Oct 2018, 07:45 
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Low can be tricky. I strongly suggest Ultra on Shaders (materials/maps applied to all 3d models and includes the cloak material), plus Extreme on Physics. I also suggest the indirect shadows are On but that's something has to do with the Global illumination adding overall a better graphics feeling while playing.


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PostPosted: 02 Oct 2018, 09:53 
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yea um if you google it and see what the pros uses its nothing like that

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PostPosted: 03 Oct 2018, 17:02 
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If you are refering to ladder pros, they dont need to be spotting ghosts standing still as much as we do, do they? I could see them opting for as high a framerate as so that they can do their 300+ apm plays/builds as smoothly as possible.


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PostPosted: 03 Oct 2018, 17:27 
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they do not need it as much but do you think they would say no to a chance to spot them more easily?

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PostPosted: 03 Oct 2018, 18:17 
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If it would mean better framerate and less lag then i think so


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PostPosted: 03 Oct 2018, 18:31 
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pros have mega pcs though. but to see ghost the best you want most things on low except shadows an texture quality iirc

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PostPosted: 04 Oct 2018, 08:54 
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Keep in mind that all 3d models own a unique material(Shader). Some of those include maps aka textures. Not all of the models have a map applied on them. The cloak is a material which does not have any texture in any of its channels (diffuse, reflect, bump etc). It may include however a 2d map which is often used in the refract channel, in order to render a cooler transparent effect, such as a falloff. That is the reason someone can spot a cloaked unit due to the distortion of the texture in the background. So texturing is one factor to easily spot a ghost yet shading is a crucial factor in it. I would also consider using the most of the Lighting since refracting has to do a lot with direct and indirect casting. Shadows finally arent of a great importance...since invisible stuff dont cast shadows ...

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