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 Post subject: Auto-disable when graphics are set to fast
PostPosted: Fri Sep 11, 2015 9:25 am 
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Joined: Fri Sep 26, 2014 12:45 pm
Posts: 409
I dont know if you already have lookingGlass do this, but if not I'd thought to suggest it.

Having lookingGlass automatically disable itself when the graphics are set to fast allows its inclusion in modpacks without needing to inform end-users with less powerfull PC's that removing lookingGlass will improve their FPS.


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 Post subject: Re: Auto-disable when graphics are set to fast
PostPosted: Fri Sep 11, 2015 12:03 pm 
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Mystcraft Developer
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Joined: Sat Aug 25, 2012 9:33 pm
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Feels like overkill, and doesn't allow for an intermediate state of "use fast graphics with LookingGlass. What about those who want LookingGlass on Fast?

It would be more useful to have render settings for LookingGlass, with a possible off state.

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 Post subject: Re: Auto-disable when graphics are set to fast
PostPosted: Fri Sep 11, 2015 12:09 pm 
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I wouldnt mind a separate graphics setting for it, but perhaps have disabled on fast as the default? (Thus have the setting be either "default", "on" or "off")
The main reason I suggested having it off on fast is because fast is supposed to be the 'quality v/s FPS' toggle.


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 Post subject: Re: Auto-disable when graphics are set to fast
PostPosted: Fri Sep 11, 2015 12:21 pm 
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Mystcraft Developer
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I get that, but making LookingGlass quit on Fast can result in a loss of functionality. There needs to be the option of "use LookingGlass with Fast."

No, I won't make stopping on fast the default behavior. Most users would expect it to keep working even on fast graphics.

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 Post subject: Re: Auto-disable when graphics are set to fast
PostPosted: Fri Sep 11, 2015 5:48 pm 
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Agreed. I use fast when I need to toggle tree visibillity (jungles/etc), or when I can't stand some of the other tradeoffs (I've got a disable for the edging viginette, but there's still the shadows/etc.)

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Currently a work in progress (3 of 5 parts finished). A 5 minute "TL; DW" summary is at the end of part 3. The first 10 minutes of part 3 are a summary of parts 1 and 2; part 3 is a decent job of being a self-contained mod spotlight, and does significant details on how to write worlds.

Part 4 will be looking at dangers of ages, coming soon


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