Video Settings – Arma Reforger
Category: Arma Reforger/Support
| Lou Montana (talk | contribs) m ("Fix" V-Sync) | Lou Montana (talk | contribs)  m (Some wiki formatting) | ||
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| {{TOC|side}} | {{TOC|side}} | ||
| {{Feature|informative| | {{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. | 
 
	