Expose render scale and post-stage toggles in the Graphics settings tab - #1754
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Refs #1688 Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
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Refs #1688 (task 5, graphics part). Every game's built-in Graphics tab now exposes render scale and the four post stages next to the quality tier, resolved onto the
GraphicsProfilethe shell already renders with.packages/core/src/settings/graphicsSettings.ts(new):readGraphicsSettings(store, overrides)resolves tier + stored render scale / stage toggles into aGraphicsProfile;applyGraphicsQualitywrites a tier and re-applies its defaults;GRAPHICS_POST_STAGES, labels,RENDER_SCALE_*bounds. Tests ingraphicsSettings.test.ts.packages/core/src/settings/settingsModel.ts:SETTING_IDSgainsgraphics.renderScaleandgraphics.post.{ao,bloom,dof,smaa}.packages/shell/src/settings/appliedSettings.tsx:useGraphicsSettingsreads throughreadGraphicsSettings, so the canvas dpr andPostProcessingstages follow the player's choices.packages/shell/src/settings/settingsController.ts: Graphics rows are Quality, Render scale, Shadows, AO, Bloom, DoF, SMAA, UI scale; takes the game'sgraphicsoverrides so tier defaults match what renders (Shell3dPresentation.tsxpassesplayable.graphics).scripts/drive-dev.ts:--clickalso matchesaria-labelfor icon-only buttons and prefers the interactive element on a tie, so the stockSettingsTriggerand toggle switches are drivable.bun run gen.Verification:
bun --cwd=packages/core run check-types/testpass (5642 tests);bun --cwd=packages/shell run check-types/testpass (485 tests);check-stateful-ratchet,check-doc-symbols,check-orphan-ratchet,check-changelog,check-hud-tokens,genall ok.Graphics tab before / after (
bun run drive wreckway --mode play --click Settings --click Graphics --shot ...):Toggle tried in play: bloom on (default) vs bloom switched off through the menu — the glow on the distant lights and headlights goes away.
Still open on #1688 task 5: frame cap, fullscreen, accessibility and language categories.
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