Settings - Graphics
Waveform
Generating the waveform data may be taxing on older hardware so you can turn it off however it is an invaluable tool for note and event placement.
You can choose between 3D (Legacy) or 2D (Preferred)
The waveform shows power across different frequencies in the music. It allows you to easily see when beats or other instrumental cues occur and line up your notes with them.
Emulate Chroma
Enables fancy Chroma stuff, like ring prop and custom spins/speeds
RGB Lighting
Enables/Disables RGB for older Chroma 1.0 maps.
Environment Reflections
makes things look pretty. Turn this off to increase performance.
Color Fake Walls
Allows you to tell the difference between Normal (Default color), Fake (Green), and Hyper (Yellow) Walls
Measure Lines Render Over Everything
Probably not useful.
High Quality Bloom
You're using CM. You probably like pretty lights. This option is for you. But also disable this to increase performance.
Visualize Chroma Gradients
This makes it a lot easier to see which events are doing what, by enabling gradient previews for events with custom data
Simple Blocks
Replaces the default shiny blocks with matte, low-poly blocks. Simple blocks should increase performance on older hardware
Pyramid Event Models
Replaces the default cube event models with pyramids. This has the advantage of showing more clearly when events will be triggered as events trigger in the middle of blocks but at the start of pyramids
Obstacle Outlines
Removed as of ChroMapper
0.8.448
Obstacle outlines received a redesign, and they’re much better than before, now offering little improvement when disabling them. As such, the option to remove them was deemed unnecessary and was removed.
Toggles the outline on obstacles. While the borders of walls are no longer clearly defined, this does come with significantly increased performance on wall-heavy maps.
High Contrast Grids
Chromatic Aberration
Turns on the chromatic aberration post processing filter. Chromatic aberration is an effect that occurs in optics when using glass to focus light as different wavelengths of light are refracted by different amounts causing different colors from a single source to become offset from one another. This option mimics this phenomenon for stylistic effect, it has no real effect on mapping.
Post Process Intensity
Camera FOV
Changes the main camera’s field of view. Example difference between 30° and 120°
Chunks Loaded
For performance, ChroMapper only renders a small window of the entire map. The map is broken down into 5-beat segments, called “chunks”. This setting changes the amount of chunks that are loaded before and after the cursor. To keep performance and memory usage low, consider lowering this option.
Object Spawn Offset
For performance, but also to keep visual clutter low, ChroMapper will render an even smaller window of the map while playing. While playing, ChroMapper will render objects that are a specific number of beats ahead and behind the current time. This setting controls how far ahead objects will spawn.
Object Despawn Offset
Similarly to
Object Spawn Offset
, this setting controls how far behind objects will despawn.
Anti-Aliasing
Smooths jagged lines by applying a configurable anti-aliasing pass before outputting to the screen. By default, ChroMapper uses no anti-aliasing.