...snip...
gardian06 said:
the problem with that is that this feature assumes that 1) the user knows to look in the game folder for these options. 2) the user knows what all of those options do without seeing the immediate result. 3) the user is going to know what values to put into what fields so that the system doesn't throw up its hands scream "I do know what you want from me", and crash then the user has to spend a good deal of time tracking down what setting is making the problem happen to begin with.
1. If the user is forced to search in a subfolder to manually modify a settings file, that's an issue. If there's a link or shortcut in the directory along with the "launch" link called something like "settings", that shouldn't require a scavenger hunt. As I said, most Unity games do this automatically when you choose "launch" anyway.
2. It's true that it's difficult to know how much various levels of anti-aliasing will effect a user's frame rate, or how much of a performance hit enabling vsync might entail, without being able to see the immediate results. But many long-time users have at least
some idea what their graphic cards can handle. And they almost certainly know their monitor's native resolution. Nudging the configured specification from the user's best guess isn't
always going to be easier than doing so based off of the game's default settings, or the settings assigned by a hardware assessing sub-program, but it will a good portion of the time- especially as the game's programmers don't know if the user doesn't care about soft shadows or water reflections, so long as the frame rate never drops below 60.
3) Again, this is more of a problem if the user is monkeying around with the settings file with a text editor than with a small program with drop-down menus designed to change the game's settings. It's
possible the user might still select options that aren't compatible with their hardware, but less likely- and a well-designed external configuration program would make it all but impossible, and generally take less effort to put together than one set of textures.