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Regions/Platform Settings

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Revision as of 12:14, 14 June 2016 by Sinewave (Talk | contribs)

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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.