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Place them in order of importance for you

we are graphics whores here - all are equally important. if they werent we would surrender our man cards and become console peasants.
 
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.
 
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.
 
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
 
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.
 
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
 
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.
 
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.
 
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.
 
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.
 
Oh, other than the one that stands out as being bad, art direction goes first and defines how much the others matter.
 
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