![]() You can push specular depth to 50% or 100% to enable the fix via a hotkey if you'd like to enjoy correct speculars, but with visual imperfections on an unknown # of surfaces. ![]() By default I've set it 0%, so they will appear at the depth of the surface they are on, which is not visually correct, but never "broken" looking. I do have a fix in place that works well in areas I was able to test in ME1, but many surfaces in ME2 and 3 (and possibly some in ME1 that my testing has not yet found) do not react well, and so I've set a specular depth parameter to allow this to be toggled on and off. ![]() Since this remaster is technically just the old games with a fresh coat of paint slapped on, setting specular highlights to proper depth is a little problematic because they are baked into the textures on surfaces, rather than calculated and applied during a lighting shader (like most modern games now do).
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