This switch occurs for performance optimization based off the GPU. In some cases users may find better results switching to CPU mode.
The primary instances this switch occurs automatically include:
- Using an animated movie/file type for the Sprite/Texture Polygon
- Applying different particle blend modes to different systems
- Trying to use Depth of Field with a Sprite/Textured Polygon
- Trying to use Depth of Field with a Square particle
- Using either 'Normal Add over Life' or 'Normal Screen over Life' as the particle blend mode
- Using Shadowlets with anything other than ‘Normal’ set as the blend mode for the particle
Star particles may also show disparity issues when in Streaming mode but because this does not happen often, a switch does not normally occur. If you observe such issues, switch to Direct or CPU to workaround the problem.
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