Place them in order of importance for you

n0x1ous

Platinum Member
Sep 9, 2010
2,574
252
126
we are graphics whores here - all are equally important. if they werent we would surrender our man cards and become console peasants.
 

alcoholbob

Diamond Member
May 24, 2005
6,389
468
126
As long as framerate is 30+ and the game supports a controller I'd like to max everything else first.
 

Cerb

Elite Member
Aug 26, 2000
17,484
33
86
Frame time deviation from mean
Texture quality
Shader quality (basically same as texture quality, but it aliases instead of blurs)
Poly count (tesseleation included)
High resolution

Bolded to handle the OP being extremely vague.
 

DooKey

Golden Member
Nov 9, 2005
1,811
458
136
They are all important, but there are other things important besides those in a video card.
 

Attic

Diamond Member
Jan 9, 2010
4,282
2
76
1) Framerate
2) Textures
3) Shaders
4) Polycount
5) Resolution


There is a weakest link leads the way if anything here outright sucks, but give me a good base at all those options and i'd prioritize further as above.
 

gdansk

Diamond Member
Feb 8, 2011
4,637
7,816
136
Polycount is least important. We're at the point where there are plenty of polygons and we can create more convincing fakes with more complicated shaders instead.

1) Textures (must scale up well to 4K)
2) Frame rate (must be at least 60)
3) Resolution (must be at least 1080)
4) Shaders
5) Polycount
 

richaron

Golden Member
Mar 27, 2012
1,357
329
136
Resolution is (of course) top priority. If it's not running at native res then what's the point of the other fancy stuff?

Framerate is next, then balance everything else: Textures > Polys & Shaders.
 

Black Octagon

Golden Member
Dec 10, 2012
1,410
2
81
framerate
textures
resolution
shaders
polycount


Actually I amend my original response and can get behind this. In reality, our textures are woefully inadequate to do justice to resolutions like 2560x1440 and above. But since little can be done about that - while maintaining 120+fps, anyway - resolution tends to feature high on my list of priorities
 

Pottuvoi

Senior member
Apr 16, 2012
416
2
81
Stable framerate (no deviation from +30fps which is dividable by monitor hz.)
Image stability (temporal & spatial)
.
.
Texture resolution / polygon count & general meaningless statistics.

Simply put, a well designed and made should take account the first 2.
Framerate is important due to the playability.

Image stability is hugely important as it allows art to be appreciated and does have positive effect on gameplay.
 

3DVagabond

Lifer
Aug 10, 2009
11,951
204
106
I know this is from a gamer's POV. From a modelling perspective Textures are miles more important than poly count. You can make a pretty basic model look good with great textures (and proper UV mapping). You can have the most detailed smoothest mesh and destroy it with poor textures and mapping.
 

Deders

Platinum Member
Oct 14, 2012
2,401
1
91
If we're talking purely graphically then I'd put lighting high up on the list, a lot of games that get rushed out to be released with movies they are tied in with often don't look anywhere near as polished mostly because no attention has been paid to the lighting.
 

bystander36

Diamond Member
Apr 1, 2013
5,154
132
106
1) Framerate
2) Textures
3) Shaders
4) Polycount
5) Resolution


There is a weakest link leads the way if anything here outright sucks, but give me a good base at all those options and i'd prioritize further as above.

This is pretty much what I'd choose. I want 80+ FPS, for low latency and good animation. Resolution gets pushed back, as it is the last thing that helps with immersion in a game, but that isn't to say I'd go back to 1024x768.
 

xthetenth

Golden Member
Oct 14, 2014
1,800
529
106
Oh, other than the one that stands out as being bad, art direction goes first and defines how much the others matter.