Reference
Quality levels
Four tiers, from integrated laptop GPUs to 4K desktops. Every field is overridable at runtime.
const sky = await SkySystem.create({ renderer, scene, camera, quality: 'medium' });
sky.setQualityLevel('ultra');
sky.setQualityLevel('high', { marchScale: 0.66, raySteps: 16 }); // tier + overrides
sky.qualitySettings; // the effective settings#At a glance
| Tier | Cloud march res | March / light steps | Shadow map | Env map · PMREM cube | Env refresh | God rays | Bloom / MSAA |
|---|---|---|---|---|---|---|---|
low | 1/3 | 32 / 4 | 256² @ 2 Hz | 128×64 · 32 | 1 Hz | off | off / 0 |
medium | 1/2 | 44 / 5 | 256² @ 5 Hz | 256×128 · 64 | 2 Hz (2 slices) | 8 steps | on / 2 |
high | 1/2 | 56 / 5 | 512² @ 10 Hz | 512×256 · 128 | 4 Hz (4 slices) | 12 steps | on / 4 |
ultra | 3/4 | 80 / 6 | 1024² @ 20 Hz | 1024×512 · 256 | 8 Hz (4 slices) | 16 steps | on / 4 |
Resolutions are relative to the drawing buffer. The env bake is spread over "slices" frames so it never spikes.
#Every field
| Field | low | medium | high | ultra | |
|---|---|---|---|---|---|
marchScale | 0.34 | 0.5 | 0.5 | 0.75 | Cloud march res / drawing buffer |
historyScale | 0.5 | 0.75 | 1 | 1 | TAA history res / drawing buffer |
marchSteps | 32 | 44 | 56 | 80 | Primary march budget |
lightSteps | 4 | 5 | 5 | 6 | Self-shadow steps per sample |
shadowSize | 256 | 256 | 512 | 1024 | Shadow map texels per side |
shadowSteps | 8 | 10 | 12 | 16 | March steps per shadow texel |
shadowInterval | 0.5 | 0.2 | 0.1 | 0.05 | Seconds between shadow bakes (dynamic) |
envSize | 128 | 256 | 512 | 1024 | Equirect width (PMREM cube = width / 4) |
envSteps | 16 | 24 | 32 | 48 | Cloud steps in the env bake |
envInterval | 1.0 | 0.5 | 0.25 | 0.12 | Seconds between env + PMREM refreshes (dynamic) |
envSlices | 1 | 2 | 4 | 4 | Frames one env bake is spread over |
pmremSamples | 32 | 48 | 64 | 128 | GGX samples per texel (three.js default 256) |
godRays | off | on | on | on | Post-pass god rays |
raySteps | 0 | 8 | 12 | 16 | God-ray / fog march steps |
bloom | off | on | on | on | Post-pass bloom + shafts |
msaa | 0 | 2 | 4 | 4 | Post-pass scene target samples |
#Pick a starting tier
| Target | Tier |
|---|---|
| Integrated GPUs, phones, 4K at pixel ratio 2 | low |
| Mid-range laptops | medium |
| Apple M-series, discrete desktop GPUs at 1080p–1440p | high |
| Stills, trailers, 4K posters | ultra |