How do you account for the various graphics quality settings on a user's end? Do you have to make separate effects?
TL;DRSystem spec settings aren't locked down yet, but effects have a dynamic distance-based LOD that curves particle count down with distance, which keeps high GPU particle counts from constantly draining the player's GPU.
Well, we haven't necessarily got all of our system spec settings locked down, because while we're still in development, graphics cards are still being released and things like that. But we've got a really nice setting here actually. Shall I try and demonstrate this? We've got this max distance LOD, which itself has its own curves. So if I give this a max distance LOD, let's use the sparks one again. Okay, so to make this optimal, I'm just going to talk a bit about optimization, not specifically system specs, but this ties into it. To make this more optimal, there's a few things that I'm going to be doing. I'm going to give it a max distance LOD. So let's just set that to something quite short. So this is a distance of 10 meters. And what I'm going to do is I'm going to control the count based on that distance. So with this curve here, I'm saying that by the time it goes to 10 meters, the count has gone from 20,000 to zero.
So just like our ships and anything else have LODs, levels of detail, the effects have an actual dynamic LOD system based on how far away from it you are.
Exactly, yeah, exactly that. Got some funky buttons on my shelf as well. So this is just a VFX shelf. So one of the things that I've got here is a distance thing. So I can see that it's actually 30 meters away from the camera. In fact, let's just make that a little bit bigger. So this 100 meters is its max distance LOD. Bring that to zero. Check how far away I am from it. Let's get a bit further. They're fading away. So this is one of the ways that we were able to have really high GPU particle counts. It's not like this thing is constantly a drain on the player's GPU. We're very sensible with the way that we optimize the effects.