Video Settings – Arma Reforger
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| 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. | | 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. | ||
|- | |- | ||
| 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. | | Window mode || {{Colorball|green}} || {{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 | | 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 resolution (100%). | ||
|- | |- | ||
| FidelityFX Super Resolution 1.0 || {{Colorball|green}} || {{Colorball|orange}} || || || [https://www.amd.com/en/technologies/fidelityfx-super-resolution AMD | | FidelityFX Super Resolution 1.0 || {{Colorball|green}} || {{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 || {{Colorball|green}} || {{Colorball|green}} || || || The thing no one uses since Freesync/G-Sync ;) | ||
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| 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|red}} || || || | | Nearby depth of field || {{Colorball|green}} || {{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}} || || || | | Post-process anti aliasing || {{Colorball|orange}} || {{Colorball|red}} || || || TODO | ||
|- | |- | ||
| Depth of field quality || {{Colorball|green}} || {{Colorball|green}} || || || | | Depth of field quality || {{Colorball|green}} || {{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) || {{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 | | Screen space reflections || {{Colorball|green}} || {{Colorball|red}} || || || Defines how many reflections are shown in the scene and their quality. | ||
|- | |- | ||
| Contact shadows || {{Colorball|green}} || {{Colorball|orange}} || || || | | Contact shadows || {{Colorball|green}} || {{Colorball|orange}} || || || Enables {{Wikipedia|Screen space directional occlusion|SSDO}}'s contact shadows. | ||
|- | |- | ||
| rowspan="13" | | | rowspan="13" | | ||
=== Quality === | === Quality === | ||
| Hardware anti-aliasing || {{Colorball|green}} || {{Colorball|red}} || || | | Hardware anti-aliasing || {{Colorball|green}} || {{Colorball|red}} || || || See {{Wikipedia|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 '' | | 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''. | ||
|- | |- | ||
| 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. | ||
|- | |- | ||
| Object draw distance || {{Colorball|red}} || {{Colorball|green}} || || || Sets the objects' maximum draw distance from the camera. | | Object draw distance || {{Colorball|red}} || {{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 || {{Colorball|green}} || {{Colorball|orange}} || || || Sets the terrain's shader quality. | ||
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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}} || || {{Colorball|red}} || 32 or 64-bit colour render. | | Render target format || {{Colorball|red}} || {{Colorball|green}} || || {{Colorball|red}} || Choose between 32 or 64-bit colour render. | ||
|- | |- | ||
| Environment quality || {{Colorball|green}} || {{Colorball|orange}} || || || | | 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. | ||
|} | |} | ||
{{GameCategory|armaR|Support}} | {{GameCategory|armaR|Support}} |
Revision as of 14:54, 14 December 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 resolution (100%). | |||||
FidelityFX Super Resolution 1.0 | Enables 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 | Enable or disable nearby Depth of Field (especially visible when aiming down sights). | |||||
Post-processing |
Post-process anti aliasing | TODO | ||||
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 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. |