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| {{TOC|side||3}}
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| <gallery mode="packed" heights="175px">
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| Reforger Video Settings.jpg
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| </gallery>
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| == Settings ==
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| {{Feature|Informative|
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| : {{Colorball|red|1.125}} means a heavy impact on performance
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| : {{Colorball|orange|1.125}} means an average impact
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| : {{Colorball|green|1.125}} means little to no performance impact.
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| }}
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| {| class="wikitable"
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| ! Category !! Setting !! CPU !! GPU !! RAM !! VRAM !! Additional Details
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| | rowspan="1" style="text-align: center" |
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| === Presets ===
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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.
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| |-
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| | rowspan="7" style="text-align: center" |
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| === General ===
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| | Window mode || {{Colorball|green}} || {{Colorball|green}} || || || Defines how the window is displayed. Also influences the Render Scale / Resolution setting.
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| | 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.
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| | FidelityFX Super Resolution 1.0 || {{Colorball|green}} || {{Colorball|orange}} || || || [https://www.amd.com/en/technologies/fidelityfx-super-resolution AMD FidelityFX™ Super Resolution]
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| | V-Sync || {{Colorball|green}} || {{Colorball|green}} || || || The thing no one uses since Freesync/G-Sync ;)
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| | FPS limit || {{Colorball|green}} || {{Colorball|green}} || || || Limit your FPS to reduce stuttering and power consumption due to unnecessary high frame rates.
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| | Draw distance || {{Colorball|red}} || {{Colorball|green}} || || || Sets the overall terrain draw distance.
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| | Nearby depth of field|| {{Colorball|green}} || {{Colorball|green}} || || ||
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| | rowspan="5" style="text-align: center" |
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| === Post-processing ===
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| | Post-process anti aliasing || {{Colorball|orange}} || {{Colorball|red}} || || ||
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| | Depth of field quality || {{Colorball|green}} || {{Colorball|green}} || || ||
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| | 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.
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| | Screen space reflecions || {{Colorball|green}} || {{Colorball|red}} || || ||
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| | Contact shadows || {{Colorball|green}} || {{Colorball|orange}} || || ||
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| | rowspan="13" style="text-align: center" |
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| === Quality ===
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| | Hardware anti-aliasing || {{Colorball|green}} || {{Colorball|red}} || || ||
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| | Foliage smoothing || {{Colorball|orange}} || {{Colorball|orange}} || || || Define if and what foliage is smoothed. Only available if ''Hardware anti-aliasing'' is at least set to ''low''.
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| | Model geometric detail || {{Colorball|green}} || {{Colorball|orange}} || || || Sets the overall quality of model geometry.
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| | Object draw distance || {{Colorball|red}} || {{Colorball|green}} || || ||
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| | Terrain surface detail || {{Colorball|green}} || {{Colorball|orange}} || || ||
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| | Texture detail || {{Colorball|red}} || {{Colorball|orange}} || || {{Colorball|red}} || Sets the overall texture quality.
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| | Texture filtering || {{Colorball|red}} || {{Colorball|green}} || || ||
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| | Grass quality || {{Colorball|green}} || {{Colorball|red}} || || || Sets the overall grass quality.
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| | Grass draw distance || {{Colorball|red}} || {{Colorball|red}} || || || Rendering distance of grass.
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| | Shadow quality || {{Colorball|green}} || {{Colorball|orange}} || || || Sets the overall shadow quality.
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| | Distant shadows || {{Colorball|green}} || {{Colorball|orange}} || || || Rendering distance of shadows.
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| | Render target format || {{Colorball|red}} || {{Colorball|green}} || || {{Colorball|red}} ||
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| | Environment quality || {{Colorball|green}} || {{Colorball|orange}} || || ||
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| {{GameCategory|armaR}}
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