Talos docs

ProjectRender

Since 0.6Changed in 0.7

Renderer settings for the whole project.

Plain text

Fields

FieldTypeRequiredDefaultAllowed valuesDescription
profilestringnoWhich renderer the game runs on: standard (the default when absent) or hd, the high-definition renderer. Scenes are identical either way; export picks the engine build from it.
backendstringnoWhich graphics API the game forces: auto (the default when absent: the engine's own per-platform policy), vulkan or dx12 (Windows only). A forced backend that cannot start is an error, never a silent fallback. The WGPU_BACKEND environment variable overrides it.
compressTexturesbooleannoCompress model textures to GPU block formats (BC7 colour, BC5 normals, BC4/BC7 data) as they load, on an HD renderer whose GPU samples BC and that is not paging in virtual textures; each cooked texture is kept in the user's texture cook cache on this machine (the platform cache folder), so it is compressed once per machine. Model (glTF) textures only: material-file and shader textures upload uncompressed. About a quarter of the video memory of the uncompressed upload, at a small cost in texture fidelity and a one-time cook on first load (an HD export cooks them ahead of time and ships them, so a player's first load reads them). On by default (absent is on); false uploads textures uncompressed as RGBA8, byte for byte as before the setting existed. Needs render.profile hd.
qualityProjectRenderQualityno
shadersProjectRenderShadersnoUser shader settings: the escape-hatch switch and raised cost caps.