Video Settings – Arma Reforger
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{{TOC|side}} | {{TOC|side}} | ||
{{Feature|informative| | |||
{{{!}} style{{=}}"width: 100%" | |||
{{!}} | |||
{{ | |||
: {{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 | {| class="wikitable" | ||
|- class="sticky-top" | |- class="sticky-top" | ||
! Category !! Setting !! CPU !! GPU !! RAM !! VRAM !! Additional Details | ! Category !! Setting !! CPU !! GPU !! RAM !! VRAM !! Additional Details | ||
Line 19: | Line 16: | ||
| rowspan="1" | | | rowspan="1" | | ||
=== Presets === | === Presets === | ||
| Quality Presets || {{Colorball|red}} || {{Colorball|red}} || {{Colorball|red}} || {{Colorball|red}} | | 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}} || | | 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}} || | | 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}} || | | 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}} || | | | 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}} || | | 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}} || | | 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 (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 reflections || {{Colorball|green}} || {{Colorball|red}} || | | 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}} || | | 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}} || | | 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}} || | | 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}} || | | 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}} || | | 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}} || | | 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}} || | | 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}} || | | 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}} || | | 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}} || | | 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}} || | | 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}} || | | 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}} || | | 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
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. |