GuidesGraphics & options
Graphics & options
Most of the Options window is the game as it shipped in 2008. The parts S.U.N Reborn added — sharper textures, smoother edges, real self-shadowing, a longer detail range and an interface you can resize — are all switched off or left at the old behaviour until you choose them. Here is what each one does, and which ones are worth turning on.
6
graphics settings added
2×
shadow reach on Ultra
200%
largest interface size
1
new setting that needs a restart
The window
How the Options window is laid out
Settings are grouped under headings, and the heading is how this page refers to them. Nothing new is switched on behind your back: every graphics setting S.U.N Reborn added starts off, and every comfort setting starts at whatever the game did before it existed.
| Heading | What lives there |
|---|---|
| Graphics Setup | Screen mode and resolution, the three quality levels, brightness, and all six of the added graphics settings. |
| Advanced Settings | The game’s original effect switches: shadows, glow, fog, tile blending, background, post effect, object display range and multi-thread. |
| Display Settings | What gets drawn over the world — names, damage numbers, other players, costumes and wings. |
| Combat Settings | Targeting and skill behaviour, including Fast Cast. |
| General Settings | Mouse and camera, blocking, Interface Size, Text Size and the added comfort settings. |
| Sound Options · Volume | Music, effects, voices and overall volume. |
If the game window itself comes up the wrong size or off the edge of the screen, that is fixed outside the game, and the downloads page explains how. Key bindings are on the controls guide.
Graphics Setup
Sharper and smoother: the five picture settings
These five sit together under Graphics Setup. They work on the picture the game has already drawn, so they change how clean it looks rather than what is in it. All five start off.
| Setting | What it does | Takes effect | Starts at |
|---|---|---|---|
| Anisotropic Filtering | Keeps ground, walls and roads sharp into the distance and at shallow angles, where they would otherwise smear into a blur a few steps ahead of you. | Within a second | Off |
| Anti-aliasing (restart required) | Smooths the jagged, stair-stepped outlines of characters, weapons and buildings. | Next time you start the game | Off |
| Edge Smoothing | Smooths jagged edges in the finished picture — including leaves, grass, fences, grilles and hair, which anti-aliasing cannot reach. | Within a second | Off |
| Sharpness | A slider from 0 to 100. Brings out fine texture detail — stonework, cloth, the ground — without drawing bright outlines round characters or text. 0 is off. | Within a second | 0 |
| Bloom | The brightest parts of the picture spill a soft glow into their surroundings. | Within a second | Off |
Anti-aliasing cannot break your game
When you turn it on, the game asks your graphics card for the strongest setting first. If the card refuses, it asks for a lighter one, and if the card refuses that too, the game simply starts without it. The worst case is that nothing changes. That makes it safe to try on any PC, and it is the one added setting that waits for a restart, so change it, close the game and start it again.
Edge Smoothing and anti-aliasing are not the same thing
Anti-aliasing smooths the outlines of solid shapes. A lot of what shimmers in this game — trees, grass, railings, hair — is drawn as a picture with see-through gaps, and anti-aliasing never sees an edge there. Edge Smoothing works on the finished frame, so it catches those too. It also softens very slightly along every edge it touches, which is where Sharpness comes in: it looks at the picture before the smoothing, so the two do not cancel each other out.
Each of the last three only costs anything while it is on — with all three off, the game skips the extra work entirely. Everything except anti-aliasing changes while the Options window is still open, so you can move the Sharpness slider and watch the ground behind the window change.
Graphics Setup
Shadow Detail: Standard, High and Ultra
The first setting that changes the light itself rather than the finished picture. It was added on 8 September 2026.
| Choice | What you get |
|---|---|
| Standard | Exactly the shadows the game has always had. Characters cast a shadow on the ground, but never onto themselves. |
| High | Self-shadowing. Characters and their armour now shadow themselves and each other — an arm across a chest, a helmet over a face, one fighter standing in another’s shadow. |
| Ultra | Everything High does, with shadows reaching twice as far from you. The shadow picture is made bigger at the same time, so shadows further out are just as crisp as the close ones. |
Ultra draws a shadow picture four times the size of High’s every frame, so it asks the most of your graphics card of the three. On a weaker PC, High gives you self-shadowing without that extra work.
Graphics Setup
The three quality levels, and where Ultra went
Texture Quality, Effect Quality and Level of Detail are the game’s original settings. Only one of them had room above High, and that is where the Ultra tier was added.
| Setting | High | Below High | Ultra? |
|---|---|---|---|
| Texture Quality | Every texture at the size it was painted. | Medium shows them at half size, Low at a quarter. | No — High is already the full picture. There is nothing above it to ask for. |
| Effect Quality | Every skill and spell effect in the game is loaded. | Each step down drops a band of effects. Off keeps only the basic set. | No — High already loads everything. |
| Level of Detail(LOD) | Models swap to simpler versions a short way from you, and effects are never drawn at full strength, even up close. | Medium and Low swap to simpler models sooner and fade effects faster. | Yes — see below. |
What Ultra does to Level of Detail
On High, most of what is on screen at any moment is already the simplest version of its model — the last swap happens surprisingly close to you. Ultra pushes every swap out to at least twice the distance, so the characters and monsters around you keep the models the artists made. It does the same for effects: High never draws a spell at more than 80% of its strength, even standing right next to it, and fades it to 40% further out. Ultra draws effects at full strength up close and still keeps 70% of them at twice High’s furthest range.
Ultra is the last choice in the list, below Low. That is deliberate: adding it at the end meant nobody’s saved setting moved.
| Advanced Settings | What it switches |
|---|---|
| Shadow | Shadows on or off. Shadow Detail only works while this is on. |
| Background | A soft blur over distant scenery. |
| Post Effect | Shafts of light through the scene. |
| Brightness | Brightens or darkens the whole screen. It lives under Graphics Setup, beside the quality levels. |
General Settings
Interface Size and Text Size
The interface and the words on it are sized separately. The first controls how big the windows are; the second controls how big the writing inside them is.
| Setting | How it works |
|---|---|
| Interface Size | A slider. All the way left is Auto, which keeps the game’s original sizing. Anywhere else sets every window from 101% up to 200%, one per cent at a time, and the proportions stay right on any screen shape. |
| Text Size | Match Interface (text grows with the windows), or a fixed 100%, 110%, 125%, 150%, 175% or 200%. Use a fixed size if you want larger writing without larger windows, or the other way round. |
| Scale Interface | The game’s original sizing switch. It only matters while Interface Size is on Auto; once you pick a size of your own, Interface Size is in charge. |
| Unlock HUD Frames | Lets you drag the fixed on-screen frames wherever you want them. Where you leave them is remembered. |
The slider stops where the windows would no longer fit on your screen. On a 1920×1080 screen that is 168%; at 2560×1440 and larger, the full 200% is available. Windows you have moved keep their place when you change the size.
Comfort
The settings that change how the game behaves
Not graphics at all, but these are the settings most likely to explain something that feels wrong.
| Setting | Where | Starts | What it does |
|---|---|---|---|
| Auto Confirm | General Settings | Off | Yes/No prompts answer Yes by themselves, so opening a stack of boxes or using items on your gear takes one click each instead of two. |
| Select Other Players | General Settings | On | Lets you click other players to talk, trade or invite them. If clicking another player suddenly does nothing, this is the first thing to check. |
| Click to Move | General Settings | On | Left-clicking bare ground walks you there. Turned off, that is the only thing that stops — clicking characters, items, nodes and ground skills all work as before. |
| Equipment Details Panel | General Settings | On | The slot-by-slot gear read-out that opens beside your character window and beside another player’s equipment when you inspect them. |
| Fast Cast | Combat Settings | Off | Ground-target skills land on the ground under your cursor on the first key press, with no placement ring to click. With the cursor over a window or the sky, the skill falls back to the normal ring. |
| Always Show Monster Names | Display Settings | On | Names stay up over every monster nearby instead of only the one under your mouse. |
Hiding global chat
This one is not in the Options window. Global chat shows in your normal chat tab as well as its own Global tab; to keep it out of the normal tab, untick Shout in the chat window’s own options. The Global tab keeps showing it either way. More on the social guide.
Looking for Auto Questing?
It is not in the Options window either. It is a mode you pick in the auto-hunting window, alongside the other hunting modes — the auto-hunting guide covers how to unlock and use it.
Recommendations
What to pick for your PC
There are no benchmark figures here — nothing about this game has been measured per setting on a range of machines. What follows is which settings add work and which do not, so you know where to start.
Older PC or laptop
- Leave the five picture settings off; off costs nothing.
- Shadow Detail on Standard. High if you want self-shadowing; never Ultra.
- Level of Detail on Medium or Low.
- If the game is short of memory, Texture Quality Medium halves every texture.
- Effect Quality one step down loads fewer effects.
A typical gaming PC
- Anisotropic Filtering on — it applies instantly and needs no restart.
- Anti-aliasing on; if your card cannot manage it, the game quietly goes without.
- Edge Smoothing on, with a little Sharpness to put back the detail.
- Shadow Detail on High.
- Everything else on High.
A strong PC
- All of the middle column.
- Shadow Detail on Ultra.
- Level of Detail on Ultra — the bottom of its list.
- Bloom to taste; it is a look, not an upgrade.
- On a large screen, Interface Size up until the windows are comfortable.
Whatever you pick, change one thing at a time. Everything except anti-aliasing shows its effect straight away, so you can see the difference before deciding to keep it.
Next
Controls & hotkeys
Every default key, the windows they open, and the shortcuts that save the most clicks.
Install
Downloads
The client, what your PC needs, and how to fix a window that is the wrong size.
Comfort
Auto-hunting
Letting your character fight, loot and quest on its own, and the settings that matter.

