R3vo/Sandbox – User
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=== General === | === General === | ||
| Window mode || {{Colorball| | | Window mode || {{Colorball|green}} || {{Colorball|green}} || || || Defines how the window is displayed. Also influences the Render Scale / Resolution setting. | ||
|- | |- | ||
| Render scale / Resolution || {{Colorball| | | Render scale / Resolution || {{Colorball|green}} || {{Colorball|red}} || || || Define the resolution at which the game scene will be rendered. A reduced resolution will drastically improve performance and a very high loss of image quality. It is recommended to use the default monitor resultion. | ||
|- | |- | ||
| FidelityFX Super Resolution 1.0 || {{Colorball|green}} || {{Colorball|orange}} || || || [https://www.amd.com/en/technologies/fidelityfx-super-resolution AMD FidelityFX™ Super Resolution] | | FidelityFX Super Resolution 1.0 || {{Colorball|green}} || {{Colorball|orange}} || || || [https://www.amd.com/en/technologies/fidelityfx-super-resolution AMD FidelityFX™ Super Resolution] | ||
|- | |- | ||
| V-Sync || {{Colorball| | | V-Sync || {{Colorball|green}} || {{Colorball|green}} || || || The thing no one uses since Freesync/G-Sync ;) | ||
|- | |- | ||
| FPS limit || {{Colorball|green}} || {{Colorball| | | FPS limit || {{Colorball|green}} || {{Colorball|green}} || || || Limit your FPS to reduce stuttering and power consumption due to unnecessary high frame rates. | ||
|- | |- | ||
| Draw distance || {{Colorball|red}} || {{Colorball|green}} || || || Sets the overall terrain draw distance. | | Draw distance || {{Colorball|red}} || {{Colorball|green}} || || || Sets the overall terrain draw distance. | ||
|- | |- | ||
| Nearby depth of field|| {{Colorball|green}} || {{Colorball| | | Nearby depth of field|| {{Colorball|green}} || {{Colorball|green}} || || || | ||
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| rowspan="5" style="text-align: center" | | | rowspan="5" style="text-align: center" | | ||
=== Post-processing === | === Post-processing === | ||
| Post-process anti aliasing || {{Colorball| | | Post-process anti aliasing || {{Colorball|orange}} || {{Colorball|red}} || || || | ||
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| Depth of field quality || {{Colorball| | | Depth of field quality || {{Colorball|green}} || {{Colorball|green}} || || || | ||
|- | |- | ||
| Ambient occlusion (HBAO) || {{Colorball|green}} || {{Colorball|orange}} || || || Ambient occlusion is a rendering method that provides an approximation of how bright light should be at different parts of a visible surface. | | Ambient occlusion (HBAO) || {{Colorball|green}} || {{Colorball|orange}} || || || Ambient occlusion is a rendering method that provides an approximation of how bright light should be at different parts of a visible surface. | ||
|- | |- | ||
| Screen space reflecions || {{Colorball| | | Screen space reflecions || {{Colorball|green}} || {{Colorball|red}} || || || | ||
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| Contact shadows || {{Colorball|green}} || {{Colorball|orange}} || || || | | Contact shadows || {{Colorball|green}} || {{Colorball|orange}} || || || | ||
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=== Quality === | === Quality === | ||
| Hardware anti-aliasing || {{Colorball| | | Hardware anti-aliasing || {{Colorball|green}} || {{Colorball|red}} || || || | ||
|- | |- | ||
| Foliage smoothing || {{Colorball| | | Foliage smoothing || {{Colorball|orange}} || {{Colorball|orange}} || || || | ||
|- | |- | ||
| Model geometric detail || {{Colorball|green}} || {{Colorball|orange}} || || || Sets the overall quality of model geometry. | | Model geometric detail || {{Colorball|green}} || {{Colorball|orange}} || || || Sets the overall quality of model geometry. | ||
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| Terrain surface detail || {{Colorball|green}} || {{Colorball|orange}} || || || | | Terrain surface detail || {{Colorball|green}} || {{Colorball|orange}} || || || | ||
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| Texture detail || {{Colorball|red}} || {{Colorball|orange}} || || || Sets the overall texture quality. | | Texture detail || {{Colorball|red}} || {{Colorball|orange}} || || {{Colorball|red}} || Sets the overall texture quality. | ||
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| Texture filtering || {{Colorball|red}} || {{Colorball|green}} || || || | | Texture filtering || {{Colorball|red}} || {{Colorball|green}} || || || | ||
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| Distant shadows || {{Colorball|green}} || {{Colorball|orange}} || || || Rendering distance of shadows. | | Distant shadows || {{Colorball|green}} || {{Colorball|orange}} || || || Rendering distance of shadows. | ||
|- | |- | ||
| Render target format || {{Colorball|red}} || {{Colorball|green}} || || || | | Render target format || {{Colorball|red}} || {{Colorball|green}} || || {{Colorball|red}} || | ||
|- | |- | ||
| Environment quality || {{Colorball|green}} || {{Colorball|orange}} || || || | | Environment quality || {{Colorball|green}} || {{Colorball|orange}} || || || |
Revision as of 09:58, 22 October 2022
Settings
Category | Setting | CPU | GPU | RAM | VRAM | Additional Details |
---|---|---|---|---|---|---|
Presets |
Quality Presets | Choose from one of four quality presets. Preset Custom is automatically set once a setting was adjusted manually. | ||||
General |
Window mode | Defines how the window is displayed. Also influences the Render Scale / Resolution setting. | ||||
Render scale / Resolution | Define the resolution at which the game scene will be rendered. A reduced resolution will drastically improve performance and a very high loss of image quality. It is recommended to use the default monitor resultion. | |||||
FidelityFX Super Resolution 1.0 | AMD FidelityFX™ Super Resolution | |||||
V-Sync | The thing no one uses since Freesync/G-Sync ;) | |||||
FPS limit | Limit your FPS to reduce stuttering and power consumption due to unnecessary high frame rates. | |||||
Draw distance | Sets the overall terrain draw distance. | |||||
Nearby depth of field | ||||||
Post-processing |
Post-process anti aliasing | |||||
Depth of field quality | ||||||
Ambient occlusion (HBAO) | Ambient occlusion is a rendering method that provides an approximation of how bright light should be at different parts of a visible surface. | |||||
Screen space reflecions | ||||||
Contact shadows | ||||||
Quality |
Hardware anti-aliasing | |||||
Foliage smoothing | ||||||
Model geometric detail | Sets the overall quality of model geometry. | |||||
Object draw distance | ||||||
Terrain surface detail | ||||||
Texture detail | Sets the overall texture quality. | |||||
Texture filtering | ||||||
Grass quality | Sets the overall grass quality. | |||||
Grass draw distance | Rendering distance of grass. | |||||
Shadow quality | Sets the overall shadow quality. | |||||
Distant shadows | Rendering distance of shadows. | |||||
Render target format | ||||||
Environment quality |