playcanvas / playcanvas/engine
Be able to set quality targets for assets/projects
Nobody has claimed this yet.
- Dominant language
- JavaScript
- Stars
- 16.8k
- Forks
- 2k
- Avg merge
- 4h 32m
- Merged PRs (30d)
- 222
Description
This is quite a broad topic as there are many areas that would need to be considered and is not limited to the engine
The holistic goal would be to have different textures/materials and rendering settings based on the performance or hardware of the target device.
For example, a low end mobile would use smaller textures and less material channels than a high end device.
Materials seem to be more difficult to manage issue where having variants per quality level would help?
Contributor guide
First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
Research direction
The issue names no files, tests, or entry points. Start by breaking the broad quality-target concept into a specific engine or project scope, then define how device tiers, textures, materials, and rendering settings should be represented; work is not complete until that scope and its acceptance criteria are agreed.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- javascript
- Domain
- computer-graphics, game-dev, performance
- Issue type
- Feature
- Difficulty
- 5/5
- Estimated time
- Over a week
- Activity status
- Stale
- Clarity
- Needs clarification
- Newbie friendliness
- 20/100