R3vo/Sandbox – User

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{| class="wikitable"
{| class="wikitable"
! Category !! Setting !! CPU !! GPU !! Additional Details
! Category !! Setting !! CPU !! GPU !! RAM !! VRAM !! Additional Details
|-
|-
| rowspan="1" style="text-align: center" |
| rowspan="1" style="text-align: center" |
=== Presets ===
=== Presets ===
| Quality Presets || {{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}} || || || Choose from one of four quality presets. Preset ''Custom'' is automatically set once a setting was adjusted manually.
|-
|-
| rowspan="7" style="text-align: center" |  
| rowspan="7" style="text-align: center" |  
=== General ===
=== General ===
| Window mode || {{Colorball|red}} || {{Colorball|orange}} || Defines how the window is displayed. Also influences the Render Scale / Resolution setting.
| Window mode || {{Colorball|red}} || {{Colorball|orange}} || || || 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|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.
|-
|-
| FidelityFX Super Resolution 1.0 || {{Colorball|green}} || {{Colorball|orange}} || ?
| 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|red}} || {{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|orange}} || || || Limit your FPS to reduce stuttering and power consumption due to unnecessary high frame rates.
|-
|-
| Draw distance || {{Colorball|red}} || {{Colorball|green}} || Overall terrain draw distance.
| Draw distance || {{Colorball|red}} || {{Colorball|green}} || || || Sets the overall terrain draw distance.
|-
|-
| Nearby depth of field|| {{Colorball|green}} || {{Colorball|orange}} || Shadows' draw distance - range 50..200m
| Nearby depth of field|| {{Colorball|green}} || {{Colorball|orange}} || || || 
|-
|-
| rowspan="5" style="text-align: center" |
| rowspan="5" style="text-align: center" |
=== Post-processing ===
=== Post-processing ===
| Post-process anti aliasing || {{Colorball|red}} || {{Colorball|orange}} || Terrain's view distance
| Post-process anti aliasing || {{Colorball|red}} || {{Colorball|orange}} || || || 
|-
|-
| Depth of field quality || {{Colorball|red}} || {{Colorball|green}} || Object's view distance - ''The'' CPU killer. Set to about 1/3 to 1/2 of terrain's view distance
| Depth of field quality || {{Colorball|red}} || {{Colorball|green}} || || || 
|-
|-
| Ambient occlusion (HBAO) || {{Colorball|green}} || {{Colorball|orange}} || Shadows' draw distance - range 50..200m
| 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}} || Object's view distance - ''The'' CPU killer. Set to about 1/3 to 1/2 of terrain's view distance
| Screen space reflecions || {{Colorball|red}} || {{Colorball|green}} || || || 
|-
|-
| Contact shadows || {{Colorball|green}} || {{Colorball|orange}} || Shadows' draw distance - range 50..200m
| Contact shadows || {{Colorball|green}} || {{Colorball|orange}} || || ||
|-
|-
| rowspan="13" style="text-align: center" |
| rowspan="13" style="text-align: center" |
=== Quality ===
=== Quality ===
| Hardware anti-aliasing || {{Colorball|red}} || {{Colorball|orange}} || Terrain's view distance
| Hardware anti-aliasing || {{Colorball|red}} || {{Colorball|orange}} || || || 
|-
|-
| Foliage smoothing || {{Colorball|red}} || {{Colorball|green}} || Object's view distance - ''The'' CPU killer. Set to about 1/3 to 1/2 of terrain's view distance
| Foliage smoothing || {{Colorball|red}} || {{Colorball|green}} || || || 
|-
|-
| Model geometric detail || {{Colorball|green}} || {{Colorball|orange}} || Shadows' draw distance - range 50..200m
| Model geometric detail || {{Colorball|green}} || {{Colorball|orange}} || || || Sets the overall quality of model geometry.
|-
|-
| Object draw distance || {{Colorball|red}} || {{Colorball|green}} || Object's view distance - ''The'' CPU killer. Set to about 1/3 to 1/2 of terrain's view distance
| Object draw distance || {{Colorball|red}} || {{Colorball|green}} || || || 
|-
|-
| Terrain surface detail || {{Colorball|green}} || {{Colorball|orange}} || Shadows' draw distance - range 50..200m
| Terrain surface detail || {{Colorball|green}} || {{Colorball|orange}} || || ||
|-
|-
| Texture detail || {{Colorball|red}} || {{Colorball|orange}} || Terrain's view distance
| Texture detail || {{Colorball|red}} || {{Colorball|orange}} || || || Sets the overall texture quality.
|-
|-
| Texture filtering || {{Colorball|red}} || {{Colorball|green}} || Object's view distance - ''The'' CPU killer. Set to about 1/3 to 1/2 of terrain's view distance
| Texture filtering || {{Colorball|red}} || {{Colorball|green}} || || || 
|-
|-
| Grass quality || {{Colorball|green}} || {{Colorball|orange}} || Shadows' draw distance - range 50..200m
| Grass quality || {{Colorball|green}} || {{Colorball|orange}} || || || Sets the overall grass quality.
|-
|-
| Grass draw distance || {{Colorball|red}} || {{Colorball|green}} || Object's view distance - ''The'' CPU killer. Set to about 1/3 to 1/2 of terrain's view distance
| Grass draw distance || {{Colorball|red}} || {{Colorball|green}} || || || Rendering distance of grass.
|-
|-
| Shadow quality || {{Colorball|green}} || {{Colorball|orange}} || Shadows' draw distance - range 50..200m
| Shadow quality || {{Colorball|green}} || {{Colorball|orange}} || || || Sets the overall shadow quality.
|-
|-
| Distant shadows || {{Colorball|green}} || {{Colorball|orange}} || Shadows' draw distance - range 50..200m
| Distant shadows || {{Colorball|green}} || {{Colorball|orange}} || || || Rendering distance of shadows.
|-
|-
| Render target format || {{Colorball|red}} || {{Colorball|green}} || Object's view distance - ''The'' CPU killer. Set to about 1/3 to 1/2 of terrain's view distance
| Render target format || {{Colorball|red}} || {{Colorball|green}} || || ||
|-
|-
| Environment quality || {{Colorball|green}} || {{Colorball|orange}} || Shadows' draw distance - range 50..200m
| Environment quality || {{Colorball|green}} || {{Colorball|orange}} || || || 
|-
|-


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

Revision as of 10:54, 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