Every Graphics Setting Explained in 16 Minutes
Every Graphics Setting Explained in 16 Minutes
Summary
Resolution
Render Scale
The resolution the game renders before scaling up or down. (OG source data)
Upscaling:
Rendering at a lower resolution then upscaling to the desired resolution
DLSS (Nvidia): Deep Learning Super Sampling
FSR: FidelityFX Super Resolution
- Hardware Agnostic
XeSS
- Pronounced Excess
- Uses intel's XMX matrix
- Works on all hardware but best on intel's Arc GPUs
- Recently expanded to include frame generation
- Frame generation is best for slow cinematic due to introduced input delay
Sync
-
Locks GPU frame output to monitor refresh rate
-
Can cause input lag
-
V-Sync (old)
-
G-Sync (Nvidia): Adjusts monitor refresh to match GPU to reduce input lag
-
FreeSync (AMD): Adjusts monitor refresh to match GPU to reduce input lag
Textures
- The wrapping paper of objects
- Heavily consume VRAM
Anisotropic filtering
- How textures are rendered at an angle. Helps with rendering objects that are slanted or far away.
- Has low impact on modern GPUs.
Anti Aliasing
FXAA: Fast Approximate Anti-Aliasing (fast & light)
- Smoothes edges
- Low performance cost
- Looks soft
MSAA: Multi-Sample Anti-Aliasing (precise but heavy)
- Focuses only on the edges of objects (especially on high contrast objects)
- Heavy cost on gpu
TAA: Temporal Anti-Aliasing (smart and smooth)
- Uses information from previous frames to smooth edges over time
- Eliminates Flickering and Shimmering
- Introduces Ghosting and Slight Blur
DLAA: Deep Learning Anti-Aliasing (high-end prefection)
- Uses AI techniques similar to DLSS but at Native Resolution
- Uses tensor cores to clean up edges
- Demanding on the GPU but on RTX cards it works great
Shadows
- Very demanding on the GPU
- Makes the game look better regardless of resolution
Contact Shadows
- Where objects meet is where these shadows are rendered
Ambient Occlusion
- Adds subtle shadows in places where light naturally struggles to reach
- Eg: corners, gaps between rocks and under the table
- Makes objects feel grounded
SSAO: Screen Space Ambient Occlusion
- Estimates where shadows should appear based on on-screen information
- Lightweight & Compatible with most hardware
- Grainy and slightly Inaccurate
HBAO Plus: (Nvidia)
- 3x faster
- 2x Detail Level
- Better than SSAO without the Ray Tracing Hardware Demand
RTAO: Ray Traced Ambient Occlusion
- Simulates how light behaves
- Requires Ray Tracing Hardware (RTX or RDNA 2+)
- Extremely Realistic
- Heavy (10%-15% Performance hit)
Ray Tracing
Simulates how light actually behaves
- Tier 1 (Reflections) , Tier 2 (Shadows)
Path Tracing
Simulates how light bounces across the scene
- 30%-50% heavier than standard Ray Tracing
HDR: High Dynamic Range
- Expands the difference between brightest light and darkest shadow
- Requires both a monitor that can output it with at least 600 nits AND software that can output it to the monitor (source + software)
Motion Blur
- ads blur to moving objects
- Per-object is good
- Camera is bad
Depth of Field
- Blurs objects at a distance from the camera
- Adds compute to blur stuff
Post Processing
- Like filters applied to the image after it's rendered
- for cinematic and stylistic flair
Bloom
- Makes light glow and bleed into surrounding areas
- Good for water and wet surfaces
- Makes light sources blinding
Chromatic Aberration
- Simulates Lens Imperfection
- Adds red and blue fringes on edges
- Adds blur
Film Grain
- Ads visual noise mimicking analogue film style
- Adds Grit and Atmosphere
Lens flares
Color Grading
Vignette
- Subtle darkening of edges of the monitor
LOD: Level of Detail
- Objects further from the camera are drawn with less polygons to save on compute
Render Detail
- The distance at which objects are rendered or reduced in LOD
Takeaways:
- Higher Textures if you have the VRAM for it
- Increase the Render Scale first
- Use upscaling if it's too heavy
- Use FreeSync or Gsync if you can
- Maximize Anisotropic Rendering
- If you need Anti-Aliasing (prioritize in this order):
- DLAA (high-end)
- MSAA (precise but heavy)
- FXAA (lightweight)
- Maximize Contact Shadows not all shadows
- Ambient Occlusion (prioritize in this order):
- HBAO +
- RTAO (demanding)
- SSAO (lightweight)
- HDR: iff all support it (monitor, gpu, game)
- Motion Blur: Object based is good (immersion), camera based is bad (nauseating)
- DOF: Turn that off
- Post Processing: Turn it off
- LOD: choose polygons for quality or less for performance
- Render Detail: Maximize it to view more of the map