feat(graphics): view distance settings (foliage, LOD, grass, shadows) #2669
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Players can't push view distances past the console's: foliage, detailed models, grass and shadows pop in close.
Tested on latest build of HookShot at this time, with an Ryzen 9 5950X, AMD 7900XTX, CachyOS
What changed
hookshot_options.ini, English, French and Japanese translations.main+0x31d3200, rewritten in host C (host/oot_gfx.c) and installed withlifter.after(nx2/oot_gfx.py), builde0f3ccfaonly. The mod's in-game menu hooks are not ported; the Insert menu holds the settings.Tests
tests/test_oot_gfx.py: install gate, plus the host apply on a fake guest memory (no compounding, game writes, restore, vtable checks, no access at defaults).tests/run_all.py: no new failures compared withmain.Screenshots
Menu: Graphics > Detail

Comparaison
Hyrule Field
Please note, the "original" mod/patch for the switch version have foliage and object density to a maximum of 400%, however, i found some bugs when taking some screenshot for comparison and there was some quirks. so i capped it at 250% where i found no bugs or quirks anywhere i tested.
I merged this into current main and ran the full tests/run_all.py: 427 passed, with only test_lift_cache failing, as it does on main here. So test_oot_gfx is in and nothing else breaks. Option IDs 52-57 are free on main, and leaving
MKWVK_API_VERSIONalone is right, since only enums were added.Things I'd want settled before merging:
scale_floatspaths, but not for LOD and character shadows. Once any row has moved (activenever goes back to 0, host/oot_gfx.c:61-62), line 80 writes the constants O, 0.8·O and O to the LOD object every frame, and line 84 writes 30·S and 25·S to the character-shadow object. If the game uses other values for a scene or for its handheld preset (which "Base quality: Low" turns on), those get overwritten even at 100%. Capturing them withscale_floatslike the others would fix it.Nice PR, I did build and test this a bit.
Foliage distance, Grass density, Shadow distance, work as expected.
But there is an issue with Object detail :
Some higher quality object LOD do scale on camera distances to do progressive and seamless transition.
And it is an issue when said higher LOD are loaded from farther away than the base game.
They become invisible because they do not take the new render distance into account.
Either those objects should be excluded or the way they check for camera distance should be edited to take the new render distance into account.
Thanks a lot. I will take a look once I'm at home to try to address this issue. If no resolution is made on my hand I think we can simply remove object detail quality setting and keep the rest. I totally forgot to check with free camera