No problem Hicks :) I just wanted to point out how each one behaves currently.
If I run native (1280x1024 @ 75fps) on Fastest with everything off, I'm typically getting about 125fps solid. If I turn it up to Fantastic and keep everything off, I'm usually around 79fps or so.
In the previous Deadlock builds on Unity 3.x, I'd be at about 25fps on Fantastic with everything off and about 50fps on Fastest at native.
This represents a HUGE step forward in playability for myself, and I'd imagine most other people.
I realize you're going for a realistic vision for the game, and I completely agree with doing that. However, I think the color correct filter is a bit TOO aggressive. I have a high density of cone cells in my retina, as I imagine most other people do, so I see the world as a fundamentally colorful and vibrant place.
The effect of the color-correct filter is most prominent in the sunset period on the outside level. With it off, the world looks rich and colorful, as it should during the setting of the sun. With it on, everything gets very washed out and the visual impact of the setting sun is lessened considerably.
I just want to caution you against making the mistake that many make in that "real" has to look like 50 shades of gray & brown everywhere.
I do like the idea that you'll present a consistent visual experience for competitive reasons, though I do think you (when you get there) should discuss with the community exactly what VFX they agree should be mandatory, and what ones should be optional. For instance, SSAO is not something that will render player shadows into the world, correct? So I would say this should be optional as it provides no tactical advantage, and can be quite heavy for some. Things like that need to be considered. I do think that using desaturation, vignetting, DOF changes, possibly image smearing, and other "stress" effects when fatigued/damaged/poisoned would serve to add depth to the gameplay, so I completely agree.
If you combined all the various effects into one script, what would happen? Would we still be able to toggle each effect, or would it simply be a ON/OFF for all 6 shaders?
I know it would be a massive bit of extra work, but would you ever consider making multiple scripts that are combinations of the various settings users could choose? So a script with everything off, a script with everything on, a script with just 1,3,5 on, etc? Again, I realize there are a large number of combinations of the various effects, but in this manner, each option would be fully optimized to run well, correct?
In any case, I look forward to continued testing and experience with IM. I've been... dis-involved for a long time and it was really exciting for me to get back in and to think critically about the game.