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Settings you turn down first

Zanovar

Diamond Member
its always shadows for me althouh parts of risen 2 i was playing looked rough without them(5850),just interested what others would drop first.(in games)
 
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For me personally.... Shadows/Ambient Occlusions is something am quick to turn off if I need performance.

I really hate turning off AA....I rather lower stuff like grass/tree's ect before trying for AA.

Also if a game has tons of tessellation for no reason (*caugh* crysis2 *caugh*)....
Im not adverse to "trying" to useing stuff like Tessellation > amd optimised settings "on", in drivers,
or even limit it to say x4.
http://forums.guru3d.com/showthread.php?t=337224&page=2
 
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First I set every in-game setting to max.
Then I force 4xMSAA through the nvidia control panel.
Including 4xMSAA transparency.
I take 16xAF as a given.
Nowadays I also always enable SSAO (quality, but not high quality) in any game where I can get it to work.

These are kinda the minimum settings for me now.
 
AA and AF are what I turn down or off first if a game is too hard to run. Only if it doesn't run well with AA and AF off do I begin turning down in game settings. I try to never turn down the resolution if possible.
 
Everything on minimum settings. If I can't force an ungodly high root LOD, I'll turn textures back up to max.
 
MSAA, then tessellation, then shadows; I find that FXAA looks similar enough to MSAA that I can live without it especially because FXAA is nearly a free setting. The 5xxx series of AMD cards are first gen DX 11 parts and they don't handle tessellation very well; in most games it severely reduces my framerate. Tesselation doesn't really add much to the picture anyway and usually I can run a low tessellation setting, the higher settings are much more demanding to run.
 
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motion blur and depth of field. I turn them off anyway.

Depth of field has no business existing in a game. In real life, you don't see that way, it's an effect of trying to emulate cameras with lenses. Technically, other distances are blurred to your eyes, but then when you look at them, they're clear because your eyes focus on the new depth. With DOF in games, I get one distance that's in focus, and if I look around, I see a blur, where if I were really there, my eyes would focus. There's no real way to emulate the way eyes work (which always seems to be what supporters claim dof is) without some sort of eye tracking to continually adjust what depth is in focus. What they're really emulating is a limitation of cameras, and I don't know about you, but adding in limitations that the technology doesn't need just seems silly.

Now, when you are playing from the point of view of looking through optics (e.g. a rifle scope), then depth of field seems perfectly natural and cromulent.



Motion blur is never implemented in agood way that I have seen. If you can see it, they've done motion blur incorrectly. If it smooths the motion, without being visible, then it has been done properly.


Using 2 680s in SLI, it's rare that I must turn anything down, but supersampling (when you're already at 2560x1600) tends to kill performance (what the witcher 2 calls ubersampling is this), so that's first. AA next. Other than supersampling, it's rare to need to turn anything down.
 
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TXAA in TSW because I don't like it and its slow, and motion blur because motion blur sucks. I could use blur if I wanted but I don't like it.

other than that I don't turn anything down ever
 
AA and AF are what I turn down or off first if a game is too hard to run. Only if it doesn't run well with AA and AF off do I begin turning down in game settings. I try to never turn down the resolution if possible.
AF should be the very LAST thing you turn off. for one thing AF has almost no impact on any modern card. and in many games having no AF will make the game look quite blurry thus defeating the purpose of most other settings turned up.
 
There's no real way to emulate the way eyes work (which always seems to be what supporters claim dof is) without some sort of eye tracking to continually adjust what depth is in focus. What they're really emulating is a limitation of cameras, and I don't know about you, but adding in limitations that the technology doesn't need just seems silly.

Can we nuke obligatory lens flares while we're at it?
 
motion blur and depth of field. I turn them off anyway.

Depth of field has no business existing in a game. In real life, you don't see that way, it's an effect of trying to emulate cameras with lenses. Technically, other distances are blurred to your eyes, but then when you look at them, they're clear because your eyes focus on the new depth. With DOF in games, I get one distance that's in focus, and if I look around, I see a blur, where if I were really there, my eyes would focus. There's no real way to emulate the way eyes work (which always seems to be what supporters claim dof is) without some sort of eye tracking to continually adjust what depth is in focus. What they're really emulating is a limitation of cameras, and I don't know about you, but adding in limitations that the technology doesn't need just seems silly.

Now, when you are playing from the point of view of looking through optics (e.g. a rifle scope), then depth of field seems perfectly natural and cromulent.



Motion blur is never implemented in agood way that I have seen. If you can see it, they've done motion blur incorrectly. If it smooths the motion, without being visible, then it has been done properly.


Using 2 680s in SLI, it's rare that I must turn anything down, but supersampling (when you're already at 2560x1600) tends to kill performance (what the witcher 2 calls ubersampling is this), so that's first. AA next. Other than supersampling, it's rare to need to turn anything down.
Ha i agree on Dof(wheres my camera) motion blur too btw
 
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