![]() ![]() On cards that support multi-head (they can drive multiple monitors from a single card) each “head” may be its own adapter. In most cases there is a one-to-one relationship between adapters and video cards. The N maps to a Direct3D display adaptor. Normally output_log.txt is written in the *_Data folder next to the game executable, where Debug.Log output is printed.Īllows the game to run full-screen on another display. If another instance is already running then launching it again with -single-instance will just focus the existing one.ĭo not produce output log. Make the game use Direct3D 12 for rendering.Īllow only one instance of the game to run at the time. Make the game use Direct3D 11 for rendering. This is mostly useful for building automated test suites, where you want to ensure rendering is exactly the same no matter what graphics card is being used. The DirectX SDK has to be installed for this to work. Make the game run using Direct3D’s “Reference” software renderer. As of Unity 2017.3 the D3D9 support has been removed. Make the game use Direct3D 9 for rendering. Make the game use Vulkan for rendering, even if Direct3D or OpenGL is available. With this argument, Unity will detect all the features the platform support to run with the best OpenGL version possible and all available OpenGL extensions Make the game use the new OpenGL back-end for rendering. Make the game use the legacy OpenGL back-end for rendering, even if Direct3D is available. This is mostly useful for running servers for networked games. The game will not display anything or accept user input. The following table is a list of Unity's default presets (as of version 4.5.4):įorces the screen selector dialog (aka the Unity Configuration Tool) to be shown.
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