This would be my last and only answer to a person which, even if though just started with FoG (just "happened" bu buy the old FoG(RB), which btw. doesn't bring any support to the new FoG(U)) only posted in this thread, and in a very aggressive and biased manner. I think no other developer would even bother to read such posts, nevermind answering them, and without mentioning the fact that this kind of attitude would have lead to an account ban almost instantly.
There is no downgrade in FoG(U) to accommodate the tablet versions at all. None. Zero. The FoG(U) uses the exact same textures FoG(RB) uses.
The only difference someone might observe would be caused by the different way the FoG(U) and FoG(RB)'s renderers are working (including any quality settings). FoG(U)'s renderer is Unity 5's one. The only quality settings of Unity 5's which could really influence FoG(U) are the antialiasing, anisotropic and v-sync ones. All the other settings from Unity 5' default quality settings levels are not influencing FoG(U) at all, as FoG(U) doesn't uses mipmaps, LODs, soft particles, shadows or reflections.
The quality settings you are seeing in the launcher are Unity 5's default ones. While it is true that FoG(U)' code should have cleaned them up (ie removing all the irrelevant ones), they are not really affect the graphic outcome in any way, as all the relevant quality settings are actually manually set at app's initialization (and thus over-writing any chosen quality setting level from the launcher). Unity 5's default quality settings levels are:
- - Fastest (texture quality: half res, anisotropic: disabled, antialiasing: disabled, v-sync: disabled)
- Fast (texture quality: full res, anisotropic: disabled, antialiasing: disabled, v-sync: disabled)
- Simple (texture quality: full res, anisotropic: per texture, antialiasing: disabled, v-sync: disabled)
- Good (texture quality: full res, anisotropic: per texture, antialiasing: disabled, v-sync: full)
- Beautiful (texture quality: full res, anisotropic: forced on, antialiasing: 2x multisampling, v-sync: full)
- Fantastic (texture quality: full res, anisotropic: disabled, antialiasing: 2x multisampling, v-sync: full)
By default, FoG(U) sets them at initialization to (texture quality: full res, anisotropic: disabled, antialiasing: disabled, v-sync: none)
Now, getting back to person's statements:
- "the units are more pixelated" - not true, the units are using the same textures as in FoG(RB). The zoom in FoG(U) allows you to get closer, which means any 2D texture will be seen as more pixelated the closest you look at it. FoG(U) doesn't uses any anisotropic as a choice between washed up units all the time (anisotropic active) and sharp textures looking more pixelated when looked at close (anisotropic off)
- "no difference between Unity5 default quality settings" - true, FoG(U) overrides the set quality settings
- "the terrain is absolutely broken" - this is the only real problem, as it seems there's a zbuffering problem with the terrain detail layer (plantations texture appears half cut). no one had this problem and reported it until now, and we never encountered it. might be related with Windows 10. You should fill up a bug entry for this.
- "the units' indicators have rough edges" - might be, even though the units indicators are using the same textures as in FoG(RB). The zoom in FoG(U) allows you to get closer, which means any 2D texture will be seen as more pixelated the closest you look at it. FoG(U) doesn't uses any anisotropic as a choice between washed up units indicators all the time (anisotropic active) and sharp textures looking more pixelated when looked at close (anisotropic off). FoG(U) also doesn't have antialiasing enabled, as the visual gain on the units indicators would be too small
- "the terrain is less bright" - might be, even the terrain is using the same textures as in FoG(RB). The lighting FoG(U) amibient light is used with color white and intensity 1 (Unity5's defaults), which should render all the textures exactly as they are. The FoG(RB) might have used a slightly different settings, but the differences are so small (FoG(U) appears a very tiny little bit darked then the FoG(RB)) that they are insignificant.
- "the auto center on moving enemy units isn't working" - this might be a problem. You should fill up a bug entry for this.
- "the buttons and the minimap take a huge part of my screen" - not true, the FoG(U) in-game UI is completely customizable, meaning you can even completely remove it from the screen if you like to. Due to the larger zoom and this, the FoG(U) gameplay displayed area on screen is actually bigger than FoG(RB).
While, even if FoG(U) uses exactly the same textures as FoG(RB), there might be some small graphic output differences, they are so small and insignificant that they would not even be perceived by a vast majority of the users. The apocalyptic way in which the said person presented them is not true, biased and aggressive.