Skip to content

DetailLevel

A graphics detail level: the one the player has chosen, or the lowest one at which an animation is drawn.

Animation detail threshold

Specification — Animation detail threshold
Applies to
AnimType
File
art.ini
Section
[<ObjectType ID>]
Value
integer
When omitted
0

The animation is drawn only when the player’s detail setting is at least this value. The detail setting runs from 0, the lowest, to 2, the highest. A value of 1 hides the animation at the lowest setting, 2 shows it only at the highest, and any value above 2 hides it at every setting. At 0 or below, the animation is always drawn. Give purely decorative animations a higher value so that they are the first to disappear on a slow machine.

The setting controls drawing only. A hidden animation is still created, still advances through its frames and loops, and still deals its damage, leaves craters and scorch marks, and spreads Tiberium.

The picture of a structure’s animation remembered under the fog of war uses the same test, so an animation this setting hides is missing there as well.

TranslucencyDetailLevel separately decides at which settings the animation is drawn translucent. This setting decides only whether it is drawn at all.

art.ini
[MYPILE_A] ; an idle animation for a barracks
Image=MYPILE_A
LoopStart=0
LoopEnd=8
LoopCount=-1
Rate=300
Surface=yes
DetailLevel=1 ; not drawn at the lowest detail setting

Chosen detail level

Specification — Chosen detail level
Applies to
client settings
File
SUN.INI
Section
[Options]
Value
integer
When omitted
2

The player’s graphics detail level, from 0 for low to 2 for high. A value outside that range is read as the nearer end. The Game Controls dialog offers the three levels and saves the choice to sun.ini when the player closes the dialog with any button except Cancel.

Each level changes specific drawing work:

Effect012
Smoke and spark particlesNot drawnDrawnDrawn
Laser beamsFlat lines in their full colorBlended onto the terrainBlended onto the terrain
Cell lightingCoarsest stepsFiner stepsFinest steps
Glow wave along a laser beamNot drawnNot drawnDrawn
Ion cannon blast effectNot drawnNot drawnDrawn
Particle translucencyOpaqueOpaqueTranslucent
Spotlight from a Spark particle system’s burstNot drawnNot drawnDrawn

Cell lighting is quantized at every level, including 2. A OneFrameLight glow is drawn at every level.

An animation is drawn only when this setting is at least the animation’s own threshold, which DetailLevel on the animation sets. The picture remembered under the fog of war uses the same test.