Tutorial:Game Settings
This page is a Work in Progress as much of the lore/Development for the game is yet to be established.
Build Compatibility: This tutorial was last verified for Build 0.277.0.8. If you notice discrepancies in a newer version, please update the guide or flag it for review.
This tutorial explains how to use the Game Settings menu in Starship Simulator to adjust the game's various settings, as well as some details on what different settings change, or mean.
Accessing the Menu
The Games Setting menu can typically be accessed at any time while in-game by pressing the Esc key and selecting Settings on the Main Menu.
Main Interface
The menu presents several tabs allowing customization of different aspects of the game. Across the bottom are three standard buttons:
- CANCEL: closes the menu without applying any pending changes
- RESTORE SAVED: resets all options on the currently viewed tab to the the last saved settings
- SAVE: applies any changes made across all tabs and closes the menu
Sections (Tabs)
PREFERENCES
The Preferences Screen lists the options to change basic settings for the overall gameplay experience.
| Setting | Description | Options |
|---|---|---|
| Language | Allows you to adjust the game's language. | English (Currently the only option; others will be added later in development). |
| Headbob | Toggles the bouncy movement for the camera when in First Person Camera Mode to simulate natural movements. |
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| Name Tag (players) | Sets a visible on-screen label above non-bot players' avatars, displaying their rank and name. |
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| Name Tag (NPC) | Sets a visible on-screen label above bot NPC avatars, displaying their rank and name. |
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| Show Static Background Stars | Toggles a Skybox of "Fake" stars used as a filler to fill the sky. This is a temporary option until the star draw distance is increased. |
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| On-Screen Hints and Tips | Toggles on-screen display text to help the player with in-game interactions (e.g., 'Press F to Sit').
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DISPLAY
The Display Screen lists the options to change display settings for the game.
| Setting | Description | Options |
|---|---|---|
| Resolution | Sets the displayed pixel resolution for the game's output, which should match your monitor's optimal settings for the sharpest image. | Multiple resolutions will be displayed depending on your monitor's capabilities. |
| Screen Mode | Sets how the game window is displayed on your system. |
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| Vertical Sync (VSync) | Synchronises the game's frame rate (FPS) with the monitor's refresh rate (Hz). Its primary goal is to eliminate screen tearing. |
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| Field of View (FOV) | Sets the angle of the visible game world, determining how much of the environment you see on screen at one time. | Adjustable by degrees (e.g., 90°). A higher FOV shows more, but objects in the centre may appear distorted. A lower FOV feels more zoomed-in. |
| FPS Limit | Caps the maximum number of frames the graphics card can render per second. Limiting FPS can reduce GPU heat and power consumption, or provide a consistent experience. |
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| Show FPS | Toggles an on-screen counter displaying the game's current frame rate. |
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| Show Unit Times | Toggles the display of time-related performance metrics (beyond simple FPS) on screen. |
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| Performance Metrics Explained (Unit Times) | ||
| Metric | Unit | What it Measures & What to Look For |
| FPS (Frames Per Second) | Frames/sec | The number of complete frames rendered by the system per second. Goal: A higher, stable number (e.g., 60 or above) is best. A low number indicates low performance. |
| Frame Time | ms (milliseconds) | The total time it takes the system to process and display a single frame. This is the inverse of FPS (e.g., 60 FPS $\approx 16.6$ ms). Goal: A low, consistent number is ideal. Issue: Spikes in this number indicate stuttering, even if FPS remains high. |
| Game | ms (milliseconds) | The time the CPU spends processing game logic (AI, physics, updates, etc.) for a frame. CPU Bottleneck: If this value is close to or higher than Frame Time, your CPU is the main performance limit. |
| Draw | ms (milliseconds) | The time the CPU spends instructing the GPU on what to render (the *rendering thread*). CPU Bottleneck: If this value is close to or higher than Frame Time, your CPU is limiting the GPU. |
| RHIT (Rendering Hardware Interface Thread) | ms (milliseconds) | The time spent translating rendering commands to the specific graphics API (e.g., DirectX, Vulkan). This is part of the CPU's preparation work. Issue: A high value here suggests an inefficiency in how the CPU is communicating with the graphics driver. |
| GPU Time | ms (milliseconds) | The time the Graphics Card (GPU) spends on the actual rendering (shading, textures, post-processing). GPU Bottleneck: If this value is significantly higher than the Game and Draw times, your GPU is the main limit. Reduce graphics quality or resolution. |
| Mem | GB (Gigabytes) | The total amount of Video RAM (VRAM) being used by the game on your graphics card. Issue: If this value approaches or exceeds the VRAM capacity of your GPU, performance can drop dramatically. |
| RenderRes (Render Resolution) | % & Pixels | The current internal resolution the game is rendering at, often shown as a percentage of the display resolution. Note: This is usually tied to a Graphics Quality or Upscaling setting. Lowering this percentage improves GPU performance but reduces image quality. |
| Draws (Draw Calls) | Count | The number of times the CPU instructs the GPU to draw an object. Issue: A very high number can indicate a CPU bottleneck, as draw calls require CPU preparation time. |
| Prims (Primitives) | Count (e.g., K for thousands) | The total number of graphical primitives (usually triangles) being rendered in the scene. Issue: A very high number contributes to high GPU Time. Reducing complex geometry (e.g., using lower LODs or simpler meshes) reduces this count. |
GRAPHICS
The Graphics Screen lists the options to change Graphical settings for the user hardware. This also INcludeds some preset options for quick adjustments.
| Setting | Description | Options | ||
|---|---|---|---|---|
| RENDERING | ||||
| Render Scale | Governs the internal resolution the game is rendered at, affecting image clarity and performance. | Slider that adjusts from 50% to 200% in 5% steps. Note: Setting above 100% (supersampling) improves visual quality but heavily impacts FPS; setting below 100% improves FPS but reduces clarity. | ||
| Anti-aliasing | A technique used to smooth out jagged edges on objects (jaggies) caused by low-resolution screens. |
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| Volumetric Fog | Controls the quality and density of fog effects that react to light sources, giving a sense of depth and atmosphere. |
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| LIGHTING & SHADOWS | ||||
| Lighting Quality | Controls the fidelity and complexity of the game's lighting model, including light scattering, reflections, and ambient shading. |
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| Global Illumination | Simulates how light bounces off surfaces (indirect light), making scenes look physically realistic with soft ambient light and colour bleeding. |
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| Star Shadow Quality | Determines the sharpness, detail, and render distance of shadows cast by celestial bodies. |
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| REFLECTIONS | ||||
| Reflections Quality | Controls the quality of dynamic reflections on shiny and wet surfaces (Screen Space Reflections). |
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| POST PROCESSING | ||||
| Ambient Occlusion Method | Controls the intensity and quality of contact shadows where objects or surfaces meet, adding depth. |
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| Bloom Quality | Governs the intensity and quality of the visual glow effect surrounding bright light sources. |
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| Motion Blur | Simulates the blur effect seen in fast movement, often used to smooth out low frame rates. |
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| Chromatic Aberration | A camera lens effect that causes colour fringing near the edges of the screen. |
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| Image Sharpening | Applies a post-process filter to increase the perceived sharpness and clarity of the final image. This is often used to counter the blurring introduced by Anti-aliasing or Resolution Scaling. |
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| Graphical Presets | ||||
| Setting | Low | Medium | High | Ultra |
| Render Scale | 60% | 75% | 100% | 100% |
| Anti-aliasing | TAA | TAA | TSR | TSR |
| Volumetric Fog | LOW | Medium | High | Max |
| Lighting Quality | LOW | Medium | High | High |
| Global Illumination | None | None | Screen Space | Lumen |
| Star Shadow Quality | LOW | Medium | High | Max |
AUDIO
The Audio Screen lists the options to change sound settings.
| Setting | Description | Options |
|---|---|---|
| Master Volume | Controls the overall loudness of all sound elements in the game. Used to adjust the entire game's volume relative to your operating system volume. | Slider that adjusts from 0% (Muted) to 100% (Maximum) in 1% steps. |
| Music | Controls the volume level of the background music, soundtrack, and score. | Slider that adjusts from 0% (Muted) to 100% (Maximum) in 1% steps. |
| Ambiance | Controls the volume level of background environmental sounds, such as spaceship hum, wind, distant effects, and general atmosphere. | Slider that adjusts from 0% (Muted) to 100% (Maximum) in 1% steps. |
| Interface | Controls the volume level of user interface sounds, such as menu clicks, button presses, and notifications. | Slider that adjusts from 0% (Muted) to 100% (Maximum) in 1% steps. |
| Effects | Controls the volume level of critical in-game sound effects, such as weapon fire, explosions, machine noise, and movement sounds. | Slider that adjusts from 0% (Muted) to 100% (Maximum) in 1% steps. |
| Voice Chat | Controls the volume level of incoming player voice communications. | Slider that adjusts from 0% (Muted) to 100% (Maximum) in 1% steps. |
CONTROLS
The Controls Screen lists the options to change basic input settings for the users input controllers.
| Setting | Description | Options |
|---|---|---|
| Mouse Sensitivity | Controls the responsiveness and speed of the camera movement relative to physical mouse movement. | Slider that adjusts from 1% (Very slow) to 300% (Very fast) in 1% steps. |
| Invert Mouse Y | Reverses the vertical (Y-axis) camera movement. Moving the mouse up will look down, and moving the mouse down will look up. | Toggle with options: ON (Inverted) or OFF (Standard). |
| Crosshair | Selects the style or visibility of the on-screen targeting reticle (crosshair). | Integer selection representing different styles, 23 options from vaules 1 to 23 |
ACCESSIBILITY
The Accessibility Screen lists the options to change accessability settings for users with visual.
| Setting | Description | Options |
|---|---|---|
| Camera Zoom Amount | Sets the level of magnification when the camera is zoomed (Right Mouse Button by default). | Slider that adjusts from 0% (No zoom) to 100% (Maximum zoom) in 10% steps. |
| Visual Deficiency Type | Selects the type of colour vision deficiency filter applied to the game world. |
None - Disables the colour filter. Deuteranope (Green Weak/Blind) - Applies a filter to aid those with green-colour deficiency. Protanope (Red Weak/Blind) - Applies a filter to aid those with red-colour deficiency. Tritanope (Blue Weak/Blind) - Applies a filter to aid those with blue-colour deficiency. |
| Correction Strength | Controls the intensity of the selected colour correction filter. | Slider that adjusts from 10% (Minimal correction) to 100% (Full correction) in 10% steps. |
Saving Changes
After making adjustments across any of the tabs, click the SAVE button at the bottom to apply them to your game.