New REM client: REM-Client 7dd5849, 64-bit (settings cleaned up: the nebulae's look fixed as it is now - no density, edges, swathes or nebula light sliders, nothing thinner to see through in multiplayer -, cloak refraction, FSR effect response and the normals V1/V2 choice gone; the Crow's DXT5 hull drawn as the solid it is, so it should cast a shadow; chat feed higher at the left edge, clear of the contacts panel)
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@@ -37,10 +37,6 @@ NormalFlipY = 0
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NormalStrength = 0.6
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; depth of the height-map parallax (0 = off, 0.25 = default, 2 = strong)
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ParallaxStrength = 0.25
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; REM normals: how the height maps give relief. 1 = V1 offset parallax (one sample, cheap; swims at
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; grazing angles), 2 = V2 parallax occlusion (the view ray walks through the height field: edges hide
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; what lies behind them, stable at grazing angles; more GPU time close up)
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RemNormals = 2
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; relief of planets, worked out from the brightness of their own texture (0 = flat as the original)
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PlanetRelief = 1.0
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; R3b REM lighting: 1 = physically based per-pixel light (GGX) on ships, stations, planets and
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@@ -134,7 +130,6 @@ RtBuildTriangles = 400000
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Distortion = 1
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HeatHaze = 1.0
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ShieldRefraction = 1.0
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CloakRefraction = 1.0
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TunnelDistortion = 1.0
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; R15 planet atmospheres: light scattering like Earth's (blue rim on the day side, red at the
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; terminator, glow against the sun); AtmosphereReplace = 1 hides the planets' original atmosphere
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