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Difference between revisions of "Regions/Platform Settings"

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(Created page with "The platform settings allow you to fine tune your region for each platform you want to publish to. Space currently supports; Standalone - Desktop application, PC or Mac Mo...")
 
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==Supported platforms==
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The platform settings allow you to fine tune your region for each platform you want to publish to.
 
The platform settings allow you to fine tune your region for each platform you want to publish to.
  
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Console - Sine Wave Entertainment is an accredited developer for Xbox and Playstation. The company is planning to release on these platforms later in 2016 after building a user interface for game controllers.
 
Console - Sine Wave Entertainment is an accredited developer for Xbox and Playstation. The company is planning to release on these platforms later in 2016 after building a user interface for game controllers.
  
[[File:]]
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[[File:Platform_settings.jpg]]
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==Settings==
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The default settings are designed to work for most regions.  
 
The default settings are designed to work for most regions.  
  
Scene adjustment
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* Scene adjustment
  
Remove lightmaps / light probes / reflection probes
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** Remove lightmaps / light probes / reflection probes
  
 
Removing lightmaps and probes can significantly reduce download speed but will also impact on the runtime performance.
 
Removing lightmaps and probes can significantly reduce download speed but will also impact on the runtime performance.
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Reflection probes
 
Reflection probes
  
Static bake meshes /  colliders
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** Static bake meshes /  colliders
  
 
Ticking these boxes will prebake data before export. This improves loading performance but the region download will be bigger.
 
Ticking these boxes will prebake data before export. This improves loading performance but the region download will be bigger.
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Static bake colliders
 
Static bake colliders
  
Strip occlusion / navigation data
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** Strip occlusion / navigation data
  
 
Occlusion data holds information about what areas are visible from other areas; it allows the viewer to make intelligent decisions about optimising a scene, however it can add several mb of size to both runtime memory use; and download size. Keeping it improves performance but can result in higher memory use in big scenes.
 
Occlusion data holds information about what areas are visible from other areas; it allows the viewer to make intelligent decisions about optimising a scene, however it can add several mb of size to both runtime memory use; and download size. Keeping it improves performance but can result in higher memory use in big scenes.
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Texture size reduction
 
Texture size reduction
  
Max texture resolution
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** Max texture resolution
  
 
All textures will be reduced to a maximum of the defined size for each build.
 
All textures will be reduced to a maximum of the defined size for each build.
  
Texture reduction levels
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** Texture reduction levels
  
 
Reduces textures all by a multiple of the original, in line with Max texture reduction above.
 
Reduces textures all by a multiple of the original, in line with Max texture reduction above.
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If you set the Texture reduction level to 2 it will multiply the Max texture reduction scale by 2; so in the case above reducing the smaller 512x512 texture by a factor of 8, to 64x64.
 
If you set the Texture reduction level to 2 it will multiply the Max texture reduction scale by 2; so in the case above reducing the smaller 512x512 texture by a factor of 8, to 64x64.
  
Normal reduction levels
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** Normal reduction levels
  
 
This will apply a further multiplicative reduction on normal maps on top of the reduction already applied by the Texture reduction level above.
 
This will apply a further multiplicative reduction on normal maps on top of the reduction already applied by the Texture reduction level above.
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Texture compression
 
Texture compression
  
Allow crunch / Crunch level
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** Allow crunch / Crunch level
  
 
Allows JPEG compression to be added to all textures in addition to DXT compression. This will degrade the quality of your images as the compression is lossy; but significantly reduces download filesize. It does not improve runtime memory size except during loading. Crunch level runs from 0 (very lossy) to 100 (lossless).
 
Allows JPEG compression to be added to all textures in addition to DXT compression. This will degrade the quality of your images as the compression is lossy; but significantly reduces download filesize. It does not improve runtime memory size except during loading. Crunch level runs from 0 (very lossy) to 100 (lossless).
  
Compress textures
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** Compress textures
  
 
This applies a further quality reduction, comparable to the quality slider in Photoshop when saving a jpeg file.
 
This applies a further quality reduction, comparable to the quality slider in Photoshop when saving a jpeg file.
  
True color As 16
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** True color As 16
  
 
Interprets images stored as 'True Color' to 16-bit colors. This applies compression to the colors, without introducing the blurriness / artefacts that DXT compression can introduce; at the expense of being slightly larger. With this ticked, any image with 'True Color' compression, will be packed at 16 instead of 32-bit on this platform.
 
Interprets images stored as 'True Color' to 16-bit colors. This applies compression to the colors, without introducing the blurriness / artefacts that DXT compression can introduce; at the expense of being slightly larger. With this ticked, any image with 'True Color' compression, will be packed at 16 instead of 32-bit on this platform.
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Audio settings
 
Audio settings
  
Force audio to mono
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** Force audio to mono
  
 
Converts stereo files to mono for that platform.
 
Converts stereo files to mono for that platform.
  
Audio bitrate
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** Audio bitrate
  
 
This is a percentage field. So whatever the bitrate of your original files, you can reduce by X% for each of the different platforms you publish to. For instance a set of 128 bitrate original files, left at 100% in the Standalone build can be reduced to 64 in Mobile and WebGL builds by setting this field to 50.
 
This is a percentage field. So whatever the bitrate of your original files, you can reduce by X% for each of the different platforms you publish to. For instance a set of 128 bitrate original files, left at 100% in the Standalone build can be reduced to 64 in Mobile and WebGL builds by setting this field to 50.

Revision as of 12:14, 14 June 2016

Supported platforms

The platform settings allow you to fine tune your region for each platform you want to publish to.

Space currently supports;

Standalone - Desktop application, PC or Mac Mobile / tablet - Android or iOS WebGL - Chrome, Explorer, Firefox and Edge Console - Sine Wave Entertainment is an accredited developer for Xbox and Playstation. The company is planning to release on these platforms later in 2016 after building a user interface for game controllers.


Platform settings.jpg


Settings

The default settings are designed to work for most regions.

  • Scene adjustment
    • Remove lightmaps / light probes / reflection probes

Removing lightmaps and probes can significantly reduce download speed but will also impact on the runtime performance.

More information;

Lightmaps Light probes Reflection probes

    • Static bake meshes / colliders

Ticking these boxes will prebake data before export. This improves loading performance but the region download will be bigger.

More information;

Static bake meshes Static bake colliders

    • Strip occlusion / navigation data

Occlusion data holds information about what areas are visible from other areas; it allows the viewer to make intelligent decisions about optimising a scene, however it can add several mb of size to both runtime memory use; and download size. Keeping it improves performance but can result in higher memory use in big scenes.

Navigation data is used for showing waypoints, and moving NPCs around in a scene; it uses a little bit of extra memory, and can be stripped out if you are under severe memory pressure.

Texture size reduction

    • Max texture resolution

All textures will be reduced to a maximum of the defined size for each build.

    • Texture reduction levels

Reduces textures all by a multiple of the original, in line with Max texture reduction above.

So; if your scene contains large textures at 1024x1024 and you set the max texture reduction to 512 those large textures will be reduced by a factor of 4.

If you then set Texture reduction levels to 1, smaller textures in your scene will also be reduced by a factor of 4; so a 512x512 texture, which otherwise would have been unchanged by the Max texture reduction, would also be reduced by 4, to 256x256.

If you set the Texture reduction level to 2 it will multiply the Max texture reduction scale by 2; so in the case above reducing the smaller 512x512 texture by a factor of 8, to 64x64.

    • Normal reduction levels

This will apply a further multiplicative reduction on normal maps on top of the reduction already applied by the Texture reduction level above.

Texture compression

    • Allow crunch / Crunch level

Allows JPEG compression to be added to all textures in addition to DXT compression. This will degrade the quality of your images as the compression is lossy; but significantly reduces download filesize. It does not improve runtime memory size except during loading. Crunch level runs from 0 (very lossy) to 100 (lossless).

    • Compress textures

This applies a further quality reduction, comparable to the quality slider in Photoshop when saving a jpeg file.

    • True color As 16

Interprets images stored as 'True Color' to 16-bit colors. This applies compression to the colors, without introducing the blurriness / artefacts that DXT compression can introduce; at the expense of being slightly larger. With this ticked, any image with 'True Color' compression, will be packed at 16 instead of 32-bit on this platform.

Audio settings

    • Force audio to mono

Converts stereo files to mono for that platform.

    • Audio bitrate

This is a percentage field. So whatever the bitrate of your original files, you can reduce by X% for each of the different platforms you publish to. For instance a set of 128 bitrate original files, left at 100% in the Standalone build can be reduced to 64 in Mobile and WebGL builds by setting this field to 50.