Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I recommend turning on depth of field in post processing, since it smooths out the pixels
@A Holly Broccoli
I *do* parent all the pixel props to the top right corner, but due to duping not supporting entity parenting, I have to unparent them all and turn them into weld constraints once you dupe the topright corner.
Theres also the issue of duping not saving shadow settings, so whenever you repaste the dupe, the pixels have all their shadows turned on.
@zynx suggested a better method to do this but he hasn't elaborated on it yet.
i second this
More pixels = more waiting time or PC crash or explosion