diff --git a/Source/Engine/Core/Config/GraphicsSettings.h b/Source/Engine/Core/Config/GraphicsSettings.h index 9106b406b..95094e761 100644 --- a/Source/Engine/Core/Config/GraphicsSettings.h +++ b/Source/Engine/Core/Config/GraphicsSettings.h @@ -125,13 +125,13 @@ public: Quality GIQuality = Quality::High; /// - /// The Global Illumination probes spacing distance (in world units). Defines the quality of the GI resolution. Adjust to 200-500 to improve performance and lower frequency GI data. + /// The global spacing between Global Illumination probes (in world units). Smaller values improve interior detail at a higher GPU cost. Values around 100-150 are a useful starting point for mixed interiors and exteriors; adjust to 200-500 for mostly outdoor scenes and lower-frequency GI. Changing this value recreates the DDGI probe resources and can change the automatic cascade layout. /// API_FIELD(Attributes="EditorOrder(2120), Limit(50, 1000), EditorDisplay(\"Global Illumination\")") float GIProbesSpacing = 100; /// - /// Enables cascades splits blending for Global Illumination. + /// Enables smooth blending between Global Illumination cascade splits. If disabled, the transition uses dithering intended for temporal anti-aliasing. Smooth blending can expose rounded cascade boundaries when adjacent cascades contain significantly different lighting. /// API_FIELD(Attributes="EditorOrder(2125), DefaultValue(false), EditorDisplay(\"Global Illumination\", \"GI Cascades Blending\")") bool GICascadesBlending = false; diff --git a/Source/Engine/Graphics/PostProcessSettings.h b/Source/Engine/Graphics/PostProcessSettings.h index faebcb6f6..eb705eb58 100644 --- a/Source/Engine/Graphics/PostProcessSettings.h +++ b/Source/Engine/Graphics/PostProcessSettings.h @@ -380,7 +380,7 @@ API_STRUCT() struct FLAXENGINE_API GlobalIlluminationSettings : ISerializable float TemporalResponse = 0.9f; /// - /// Draw distance of the Global Illumination effect. Scene outside the range will use fallback irradiance. + /// Camera-centered draw distance of the Global Illumination effect. Scene outside the range will use fallback irradiance. DDGI automatically derives its cascade layout from this distance and the global probe spacing, so continuously blending this value can recreate probe resources and cause a visible lighting reset. /// API_FIELD(Attributes="EditorOrder(30), Limit(1000), PostProcessSetting((int)GlobalIlluminationSettingsOverride.Distance)") float Distance = 20000.0f;