Video Settings – Arma Reforger

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{{Wiki|WIP}}
{{Feature|informative|
 
{{{!}} style{{=}}"width: 100%"
<gallery mode="packed" heights="175px">
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Reforger Video Settings.jpg
</gallery>
 
 
== Settings ==
 
{{Feature|Informative|
: {{Colorball|red|1.125}}    means a heavy impact on performance
: {{Colorball|red|1.125}}    means a heavy impact on performance
: {{Colorball|orange|1.125}} means an average impact
: {{Colorball|orange|1.125}} means an average impact
: {{Colorball|green|1.125}}  means little to no performance impact.
: {{Colorball|green|1.125}}  means little to no performance impact.
{{!}} [[File:Reforger Video Settings.jpg|thumb|500px|{{armaR}} video settings]]
{{!}}}
}}
}}


{| class="wikitable align-center-col-1"
{| class="wikitable"
|- class="sticky-top"
|- class="sticky-top"
! Category !! Setting !! CPU !! GPU !! RAM !! VRAM !! Additional Details
! Category !! Setting !! CPU !! GPU !! RAM !! VRAM !! Additional Details
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| rowspan="1" |
| rowspan="1" |
=== Presets ===
=== Presets ===
| Quality Presets || {{Colorball|red}} || {{Colorball|red}} || {{Colorball|red}} || {{Colorball|red}} || Choose from one of four quality presets. Preset ''Custom'' is automatically set once a setting was adjusted manually.
| style="text-align: center" | Quality Presets
| style="text-align: center" | {{Colorball|red}}
| style="text-align: center" | {{Colorball|red}}
| style="text-align: center" | {{Colorball|red}}
| style="text-align: center" | {{Colorball|red}}
| Choose from one of four quality presets. Preset ''Custom'' is automatically set once a setting was adjusted manually.
|-
|-
| rowspan="7" |  
| rowspan="7" |
=== General ===
=== General ===
| Window mode || {{Colorball|green}} || {{Colorball|green}} || || || Defines how the window is displayed. Also influences the Render Scale / Resolution setting.
| style="text-align: center" | Window mode
| style="text-align: center" | {{Colorball|green}}
| style="text-align: center" | {{Colorball|green}}
|
|
| Defines how the window is displayed. Also influences the Render Scale / Resolution setting.
|-
|-
| 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.
| Render scale / Resolution
| style="text-align: center" | {{Colorball|green}}
| style="text-align: center" | {{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 resolution (100%).
|-
|-
| 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
| style="text-align: center" | {{Colorball|green}}
| style="text-align: center" | {{Colorball|orange}}
|
|
| Enables [https://www.amd.com/en/technologies/fidelityfx-super-resolution AMD FidelityFX™ Super Resolution]
|-
|-
| V-Sync || {{Colorball|green}} || {{Colorball|green}} || || || The thing no one uses since Freesync/G-Sync ;)
| V-Sync
| style="text-align: center" | {{Colorball|green}}
| style="text-align: center" | {{Colorball|green}}
|
|
| Vertical synchronisation prevents image tearing, to the potential cost of input lag.
|-
|-
| FPS limit || {{Colorball|green}} || {{Colorball|green}} || || || Limit your FPS to reduce stuttering and power consumption due to unnecessary high frame rates.
| FPS limit
| style="text-align: center" | {{Colorball|green}}
| style="text-align: center" | {{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
| style="text-align: center" | {{Colorball|red}}
| style="text-align: center" | {{Colorball|green}}
|
|
| Sets the overall terrain draw distance.
|-
|-
| Nearby depth of field|| {{Colorball|green}} || {{Colorball|red}} || || || 
| Nearby depth of field
| style="text-align: center" | {{Colorball|green}}
| style="text-align: center" | {{Colorball|red}}
|
|
| Enable or disable nearby Depth of Field (especially visible when aiming down sights).
|-
|-
| rowspan="5" |
| rowspan="5" |
=== Post-processing ===
=== Post-processing ===
| Post-process anti aliasing || {{Colorball|orange}} || {{Colorball|red}} || || || 
| style="text-align: center" | Post-process anti aliasing
| style="text-align: center" | {{Colorball|orange}}
| style="text-align: center" | {{Colorball|red}}
|
|
| Choose between None, FXAA low, FXAA high, SMAA low, SMAA high.
|-
|-
| Depth of field quality || {{Colorball|green}} || {{Colorball|green}} || || || 
| Depth of field quality
| style="text-align: center" | {{Colorball|green}}
| style="text-align: center" | {{Colorball|green}}
|
|
| Choose between None, Simple or Bokeh (more accurate but more expensive).
|-
|-
| 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)
| style="text-align: center" | {{Colorball|green}}
| style="text-align: center" | {{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|green}} || {{Colorball|red}} || || || Defines how many reflections are shown in the scene and their quality.
| Screen space reflections
| style="text-align: center" | {{Colorball|green}}
| style="text-align: center" | {{Colorball|red}}
|
|
| Defines how many reflections are shown in the scene and their quality.
|-
|-
| Contact shadows || {{Colorball|green}} || {{Colorball|orange}} || || ||
| Contact shadows
| style="text-align: center" | {{Colorball|green}}
| style="text-align: center" | {{Colorball|orange}}
|
|
| Enables {{Link|https://en.wikipedia.org/wiki/Screen space directional occlusion|SSDO}}'s contact shadows.
|-
|-
| rowspan="13" |
| rowspan="13" |
=== Quality ===
=== Quality ===
| Hardware anti-aliasing || {{Colorball|green}} || {{Colorball|red}} || ||  || See {{Wikipedia|Multisample anti-aliasing}}.
| style="text-align: center" | Hardware anti-aliasing
| style="text-align: center" | {{Colorball|green}}
| style="text-align: center" | {{Colorball|red}}
|
|
| See {{Link|https://en.wikipedia.org/wiki/Multisample_anti-aliasing}}.
|-
|-
| Foliage smoothing || {{Colorball|orange}} || {{Colorball|orange}} || || || Defines if and what foliage is smoothed. Only available if ''Hardware anti-aliasing'' is at least set to ''low''.
| Foliage smoothing
| style="text-align: center" | {{Colorball|orange}}
| style="text-align: center" | {{Colorball|orange}}
|
|
| Defines if and what foliage is smoothed. Only available if '''Hardware anti-aliasing''' is at least set to ''Low''.
|-
|-
| Model geometric detail || {{Colorball|green}} || {{Colorball|orange}} || || || Sets the overall quality of model geometry.
| Model geometric detail
| style="text-align: center" | {{Colorball|green}}
| style="text-align: center" | {{Colorball|orange}}
|
|
| Sets the overall quality of model geometry.
|-
|-
| Object draw distance || {{Colorball|red}} || {{Colorball|green}} || || || Sets the objects' maximum draw distance from the camera.
| Object draw distance
| style="text-align: center" | {{Colorball|red}}
| style="text-align: center" | {{Colorball|green}}
|
|
| Sets the objects' maximum draw distance from the camera, relative to Terrain's draw distance.
|-
|-
| Terrain surface detail || {{Colorball|green}} || {{Colorball|orange}} || || || Sets the terrain's shader quality.
| Terrain surface detail
| style="text-align: center" | {{Colorball|green}}
| style="text-align: center" | {{Colorball|orange}}
|
|
| Sets the terrain's shader quality.
|-
|-
| Texture detail || {{Colorball|red}} || {{Colorball|orange}} || || {{Colorball|red}} || Sets the overall texture quality.
| Texture detail
| style="text-align: center" | {{Colorball|red}}
| style="text-align: center" | {{Colorball|orange}}
|
| style="text-align: center" | {{Colorball|red}}
| Sets the overall texture quality.
|-
|-
| Texture filtering || {{Colorball|red}} || {{Colorball|green}} || || || Define {{Wikipedia|Texture filtering}} quality.
| Texture filtering
| style="text-align: center" | {{Colorball|red}}
| style="text-align: center" | {{Colorball|green}}
|
|
| Define {{Link|https://en.wikipedia.org/wiki/Texture_filtering}} quality.
|-
|-
| Grass quality || {{Colorball|green}} || {{Colorball|red}} || || || Sets the overall grass quality.
| Grass quality
| style="text-align: center" | {{Colorball|green}}
| style="text-align: center" | {{Colorball|red}}
|
|
| Sets the overall grass quality.
|-
|-
| Grass draw distance || {{Colorball|red}} || {{Colorball|red}} || || || Sets the rendering distance of grass and other 3D clutters (small rocks, etc).
| Grass draw distance
| style="text-align: center" | {{Colorball|red}}
| style="text-align: center" | {{Colorball|red}}
|
|
| Sets the rendering distance of grass and other 3D clutters (small rocks, etc).
|-
|-
| Shadow quality || {{Colorball|green}} || {{Colorball|orange}} || || || Sets the overall shadow quality.
| Shadow quality
| style="text-align: center" | {{Colorball|green}}
| style="text-align: center" | {{Colorball|orange}}
|
|
| Sets the overall shadow quality.
|-
|-
| Distant shadows || {{Colorball|green}} || {{Colorball|orange}} || || || Rendering distance of shadows.
| Distant shadows
| style="text-align: center" | {{Colorball|green}}
| style="text-align: center" | {{Colorball|orange}}
|
|
| Rendering distance of shadows.
|-
|-
| Render target format || {{Colorball|red}} || {{Colorball|green}} || || {{Colorball|red}} || 32 or 64-bit colour render.
| Render target format
| style="text-align: center" | {{Colorball|red}}
| style="text-align: center" | {{Colorball|green}}
|
| style="text-align: center" | {{Colorball|red}}
| Choose between 32 or 64-bit colour render.
|-
|-
| Environment quality || {{Colorball|green}} || {{Colorball|orange}} || || ||  Affects volumetric clouds quality (number of samples, temporal filter settings, noise resolution etc), sky rendering quality (texture resolution, fog, cascade shadow), rain quality.
| Environment quality
| style="text-align: center" | {{Colorball|green}}
| style="text-align: center" | {{Colorball|orange}}
|
|
| Affects volumetric clouds quality (number of samples, temporal filter settings, noise resolution etc), sky rendering quality (texture resolution, fog, cascade shadow), rain quality.
|}
|}




{{GameCategory|armaR|Support}}
{{GameCategory|armaR|Support}}

Latest revision as of 14:14, 15 May 2024

means a heavy impact on performance
means an average impact
means little to no performance impact.
Arma Reforger video 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 resolution (100%).
FidelityFX Super Resolution 1.0
Enables AMD FidelityFX™ Super Resolution
V-Sync
Vertical synchronisation prevents image tearing, to the potential cost of input lag.
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
Enable or disable nearby Depth of Field (especially visible when aiming down sights).

Post-processing

Post-process anti aliasing
Choose between None, FXAA low, FXAA high, SMAA low, SMAA high.
Depth of field quality
Choose between None, Simple or Bokeh (more accurate but more expensive).
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 reflections
Defines how many reflections are shown in the scene and their quality.
Contact shadows
Enables space directional occlusion SSDO's contact shadows.

Quality

Hardware anti-aliasing
See Multisample anti-aliasing.
Foliage smoothing
Defines if and what foliage is smoothed. Only available if Hardware anti-aliasing is at least set to Low.
Model geometric detail
Sets the overall quality of model geometry.
Object draw distance
Sets the objects' maximum draw distance from the camera, relative to Terrain's draw distance.
Terrain surface detail
Sets the terrain's shader quality.
Texture detail
Sets the overall texture quality.
Texture filtering
Define Texture filtering quality.
Grass quality
Sets the overall grass quality.
Grass draw distance
Sets the rendering distance of grass and other 3D clutters (small rocks, etc).
Shadow quality
Sets the overall shadow quality.
Distant shadows
Rendering distance of shadows.
Render target format
Choose between 32 or 64-bit colour render.
Environment quality
Affects volumetric clouds quality (number of samples, temporal filter settings, noise resolution etc), sky rendering quality (texture resolution, fog, cascade shadow), rain quality.