R3vo/Sandbox – User

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=== General ===
=== General ===
| Window mode || {{Colorball|red}} || {{Colorball|orange}} || || || Defines how the window is displayed. Also influences the Render Scale / Resolution setting.
| Window mode || {{Colorball|green}} || {{Colorball|green}} || || || Defines how the window is displayed. Also influences the Render Scale / Resolution setting.
|-
|-
| Render scale / Resolution || {{Colorball|red}} || {{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.
| 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|red}} || {{Colorball|green}} || || || The thing no one uses since Freesync/G-Sync ;)
| V-Sync || {{Colorball|green}} || {{Colorball|green}} || || || The thing no one uses since Freesync/G-Sync ;)
|-
|-
| FPS limit || {{Colorball|green}} || {{Colorball|orange}} || || || Limit your FPS to reduce stuttering and power consumption due to unnecessary high frame rates.
| 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|orange}} || || ||   
| Nearby depth of field|| {{Colorball|green}} || {{Colorball|green}} || || ||   
|-
|-
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=== Post-processing ===
=== Post-processing ===
| Post-process anti aliasing || {{Colorball|red}} || {{Colorball|orange}} || || ||   
| Post-process anti aliasing || {{Colorball|orange}} || {{Colorball|red}} || || ||   
|-
|-
| Depth of field quality || {{Colorball|red}} || {{Colorball|green}} || || ||   
| 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|red}} || {{Colorball|green}} || || ||   
| Screen space reflecions || {{Colorball|green}} || {{Colorball|red}} || || ||   
|-
|-
| Contact shadows || {{Colorball|green}} || {{Colorball|orange}} || || ||
| Contact shadows || {{Colorball|green}} || {{Colorball|orange}} || || ||
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=== Quality ===
=== Quality ===
| Hardware anti-aliasing || {{Colorball|red}} || {{Colorball|orange}} || || ||   
| Hardware anti-aliasing || {{Colorball|green}} || {{Colorball|red}} || || ||   
|-
|-
| Foliage smoothing || {{Colorball|red}} || {{Colorball|green}} || || ||   
| 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}} || || ||  
|-
|-
| Texture detail || {{Colorball|red}} || {{Colorball|orange}} || || || Sets the overall texture quality.
| Texture detail || {{Colorball|red}} || {{Colorball|orange}} || || {{Colorball|red}} || Sets the overall texture quality.
|-
|-
| 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

means a heavy impact on performance
means an average impact
means little to no performance impact.
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