Graphics & Optimisation Settings For Beginners

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Graphics & Optimisation Settings For Beginners


Looking to improve visual fidelity? Raise you framerate? In need of a basic understanding of the graphics menu?


Below are list of graphical settings explaining how they work and how they impact performance, as well as basic guides for optimisation & improving image quality on Low - Mid-range graphics cards.

This guide is intended to be Noob Friendly, only detailing the most basic & common settings found in games. This guide is suitable for modern games as well as older titles.


Resolution
The standard resolution accepted by the majority of gamers is 1080p. Playing at a resolution lower is commonly regarded as console territory :o. Referring to the total amount of pixels on the screen, the more pixels on the display, the more detail that can be extrapolated from the rest of the total image. All pixels represent colours. Other aspects of the image such as textures, lighting, shadows etc. all rely on pixels in order to provide the most detail. Also known as Full HD, 1920 X 1080p is commonly regarded as the lowest acceptable resolution for modern games. Those with more powerful graphics cards and the display to support it may choose to scale up to 1440p (2.5k, 2560 X 1440p) in order to extract more detail from the image.

The next step up is 3840 X 2160p (4k) also known as Ultra HD.:eek: While the actual resolution amounting to 4k is in fact 4096 X 2160, due to the aspect ratios of most displays being 16:9 a certain number of pixels must be reduced in order to scale proportionally to the display. The benefits of running at a higher resolution display include more detail from the total image being much sharper and clearer, as well as the reduction if not any need for Anti-Aliasing. Certain displays may have alternative aspect ratios, such as the Ultra-wide models and their 21:9 display areas. Providing a wider image than the standard 16:9 these displays have non-traditional resolutions, such as 2560 X 1080p and 3440 X 1440p.


For those who do not own higher resolution displays there are alternatives to improving the quality and resolution of their displays. Software from both Nvidia and AMD allow users to gain these benefits. Located within each manufacturer's driver control panel users will find software known as Dynamic Super Resolution (DSR) -- Nvidia, & Virtual Super Resolution (VSR) -- AMD. Using these solutions users will be able to scale the internal resolution of the selected game to a higher resolution than what's viewable on the screen. The image is then scaled down to fit the aspect ratio of the screen, delivering a superior image than what's recognised as the native resolution.:cool: Working in a similar fashion Super Sampling Anti-Aliasing, the performance hit can be just as similar.

(Take Note) :cool:A higher resolution doesn't necessarily amount to a more "realistic" looking image. As seen with titles such as Ryse: Son of Rome -- released for both Xbox One and PC, the console's rendering resolution of 1600 X 900p doesn't result in a less than optimal image. Due to the game's artistic direction emphasising realism and camera techniques featured in cinematography, the soft nature of the image combined with its quality of lighting as well as it's use of film-grain delivers an image that's shockingly remarkable, only improved on the PC due to the doubling of framerate.

A movie being shot a lower resolution doesn't make the image appear any less real. Artistic direction will always override the quantity of pixels on the screen. -- It's about how you use the pixels, not how many of them you have.

What Should You Do? If you have the performance to spare and you've already maxed out other graphical settings and you're framerate still remains high, apply DSR or VSR -- depending on your graphics card.


Refresh Rate (Hz), Frames-Per-Second (FPS) & Vertical-Synchronisation (V-Sync):

Modern displays have a refresh rate also known as Hz, which displays images at a rate of 60Hz & 24Hz. Unlike console games which are generally locked to 30 frames-per-second for graphically-intensive games and 60 frames-per-second for games less visually demanding, PC games are displayed at a variable rate. --This allows console games to be displayed at a near-identical timing to the refresh rate of the display (30fps = 24Hz/30Hz, 60fps = 60Hz). It should be noted however that most modern-day console games actually fail to hit the 30Hz timing and generally fall to around 25fps, rendering the game unplayable. :confused:--Always provide headroom.

Those who choose to play on the PC mostly prefer to do so at 60Hz and above.:) Since the nature of PC gaming is primarily geared to the personal preference of the user and whether they prefer visual quality over framerate (vice-versa), refresh rates can vary depending on the user's graphics card. In order to combat the issue of refresh rate timings which can lead to stuttering, lag and screen tearing should the game fail to reach the display's native refresh rate, a graphical setting known as V-Sync can be applied. V-Sync works by locking the amount of frames being displayed by the graphics card to that of the display. If the GPU is able to render 60-100 frames-per-second, V-Sync can lock this 60HZ -- on a 60Hz display.

Should the GPU only have the power to render the game at around 30-45 frames-per-second, V-Sync may choose to lock the frame timings to the next common denominator -- 30Hz or 60Hz. Should users encounter stuttering when V-Sync is enabled, they would be better off disabling it altogether. This may cause screen-tearing but game responsiveness will better remain intact. Although the standard refresh rate for most displays is 60Hz, others may provide options for 120Hz, 144Hz, and 240Hz:eek:. Depending on the game being played and the graphics card doing so, the same rules apply to that of a 60Hz display. A general rule of thumb is that 60Hz requires double the amount of processing power than 30Hz, and 120Hz requires double the amount of processing power than 60Hz. The higher the refresh rate, the smoother the moving image will be. It will always be a balancing act. Visuals or performance. --Thou shall not play at 30Hz.

What Should You Do? Always put framerate at a higher level of importance than visual quality settings. Tailor visual settings in order meet a framerate of at least 60. A beautiful looking game means nothing if it's unplayable.


Anti-Aliasing (AA)

Ever noticed those jagged edges on character models, melee weapons & environmental scenery?:mad: Car models that should be curved, rooftops that should be flat, swords and daggers that look as though they were carved by a blacksmith who was clearly over the alcohol limit?

These jagged edges also known as the "Staircase Effect" is aliasing. Should users choose to run the game at a higher resolution, then this problem can be resolved, but thankfully there is another way of dealing with this problem;). Anti-Aliasing in its most basic understanding uses a method of filtering or rendering the image internally at a higher resolution than what the display's able to output. Some methods are relatively simple providing a solution that's just about acceptable. Others completely fixing the problem while murdering in-game performance --rendering it pointless if it's damn-near unplayable.

--Depending on the performance of your graphics card some solutions may not be ideal, and may be better off by playing at a higher resolution.

Fast Approximate Anti-Aliasing (FXAA): Using a technique of post-processing, the entire image is applied with a filter --rather than focusing on each individual pixel. This method of AA does have its benefits. It has low if no-effect on performance at all, & depending on the game it can provide a relatively clean solution. Shortcomings --textures can appear noticeably blurry due the filtering.

Multisampling Anti-Aliasing (MSAA):
Providing variable options such as X2, X4 & X8, MSAA uses a method of sampling each individual pixel then determining where colour should then be applied. By its nature it can be quite intensive depending on the scale of which it's set. Naturally, X4 will deliver better results than X2, as with X8 & X4. The benefits of this method include no blurry textures & an all-round cleaner image. It's essentially the standard for all modern games. :DThe cons however, well, this is solely down to the user's tolerance for in-game performance as it can be quite costly.

Supersampling Anti-Aliasing (SSAA):
Using a technique which involves rendering the internal image at a higher resolution than what's viewable on the display, the image is then downsized in order to fit the display.:) Just like MSAA the option is scalable (X2, X4, X8 etc.) As this technique is nearly identical to running a game at a higher resolution, it can be demanding. The benefit of this technique is simple: Superior image quality than any other method of Anti-Aliasing for those without a display that's able to provide a higher resolution. As stated previously, it is demanding. More so than any other technique.

Subpixel Morphological Anti-Aliasing (SMAA):
Using a similar post-processing approach as FXAA but without the shortfalls of blurry textures, SMAA provides a cheap solution to cleaning up the image without the performance hit of MSAA. Seen by most as an alternative to both FXAA and MSAA, this method of Anti-Aliasing may not be as sharp and accurate as more demanding techniques but it does prove to be a noticeable step-up over FXAA.

What Should You Do? If you have the performance to spare and the image isn't clean enough to your liking, kill the jaggies with FXAA. If FXAA results in blurry textures, go with SMAA.;) Only apply the other techniques if you have a High-End graphics card. Those with less powerful GPUs will feel the performance hit to a greater degree. Higher resolution displays may not have the need for AA solutions since they provide a higher amount of total pixels to combat jaggies.


Texture Resolution:

Referring to the resolution and quality of textures within objects of a game, textures represent the surfaces of clothing, skin, materials, walls, grounds, etc. Where the majority of games give users the option to select between Low, Medium, High, Very High, and Ultra, the performance requirements are largely dependant upon the total amount VRAM (the amount of RAM on the graphics card). The benefits of selecting higher quality textures include more detail being applied to the surface of objects within the game.

Should users encounter an error or warning message stating they do not have enough VRAM to select the desired texture setting, stuttering may occur during gameplay. This stuttering derives from textures being stalled when there isn't enough VRAM and bandwidth to display the textures demanded by the user. As proven with certain titles this isn't always the case, but more as a general guideline for users to take note of for optimal performance. One example of this would be Monolith Studios' Middle-Earth: Shadow of Mordor.

Providing information within the graphical settings menu of the game, Monolith recommends the following VRAM requirements for texture quality settings:
Low =1GB+, Medium = 2GB+, High + 3GB+, Ultra = 6GB+.:eek:

Personal testing on older graphics cards as well as those with less than the required amount of VRAM proved these requirements to be redundant. :cool:

One example would be the dated Mid-range graphics card from 2011 -- Nvidia Geforce GTX 560Ti. Despite the listed specifications, the GTX 560Ti provides less performance than more recent Entry-Level cards --GTX 750Ti and GTX 950. Fitted with just 1GB of VRAM, the card proved capable of delivering an average framerate of 40FPS at Medium to High settings with a display resolution of 1600 X 900p -- An experience comparable to the Xbox One. Setting the texture quality to Medium which demands 2GB+ of VRAM -- the 1GB GTX 560Ti dismissed this with ease.:rolleyes: 40FPS may not be playable but since the end result resided in screen tearing rather than stuttering, as with everything -- players should only take these guidelines with a grain of salt and should experiment for themselves.

What Should You Do? Scale texture quality according to display resolution in order to gain the most detail from textures. There's no visual benefit to running the Low texture setting at a high resolution if the end result is a sharp clean image of an unrecognisable blurry mess. --Most modern-day Mid-Range cards are fitted with 3GB-4GB of VRAM on average.:D Apply the High setting as baseline then scale up or down accordingly if stuttering occurs. Graphics cards with 2GB of VRAM should use Medium settings as a baseline then scale accordingly. This will be on a game by game basis.


Anisotropic-Filtering (AF):

In its most basic terminology AF refers to the distance and angle at which textures are displayed. Usually available on a scale of 4X, 8X and 16X the benefits of higher AF levels include increased texture quality and a cleaner image. When applied with a level of 4X, the distance at which a texture is displayed may only be just a few feet in-front of the player's character, with those further in the distance be displayed as a blurry mess. Unlike the Texture Quality setting the requirements for improving AF isn't as steep. It is dependant upon VRAM but not to the extent of texture quality.

What Should You Do? Scale this setting accordingly to the Texture Quality setting. There's no benefit to having AF being scaled to 16X if the Texture Quality is a blurry mess to begin with.


Shadow Quality:

Adding further detail to the quality of the image, shadows are cast at variable resolutions as well as an overall quantity --enhancing the image, adding a sense of depth to every individual object in the scene. Commonly available in Low, Medium, High, and Very High, the more the player chooses to increase this setting the more demanding this can be on the overall performance required by the graphics card -- as opposed to the amount of VRAM. While Shadow Quality differs on a game by game basis, players may also encounter two variations of the setting: Shadow Quality and Shadow Resolution.:) Both should be scaled accordingly.

What Should You Do? Shadows are generally regarded as one of the largest factors in relation to low performance. Make shadow adjustments on a game by game basis depending on how visually prominent they are within the game in order to gain the most pleasing image. Starting with Medium Quality settings scale accordingly as Low shadow quality can appear pixelated.


Ambient Occlusion (AO):

Available in two different varieties AO works in a similar fashion to the Shadows settings. Concentrating more on the amount of depth where two objects within a game meet one another, the shadows cast by these objects are indirect. Adding a greater level of detail for each individual object and how their shadows are formed when being in contact of one another, this settings works on a basis of type, rather than a scale.

Screen-Space Ambient Occlusion (SSAO), HBAO (Horizon-Bound Ambient Occlusion), and HBAO+.

Where these three settings differ from one another resides in their over quality and side-effects when being applied. SSAO should be seen as the baseline for this setting, with HBAO and HBAO+ being seen as more advanced techniques improving upon each other. Within certain games players may not even notice the difference between HBAO & HBAO+. SSAO on the other hand, well, the difference is noticeable, as a lack of detail within the contact shadows may leave the image appearing flat and empty.:mad:

What Should You Do? Start with HBAO and if there's performance to spare with your the framerate still intact, scale to HBAO+ if it provides a noticeable visual improvement. Only go with SSAO if the difference between that and HBAO provides to much of a performance hit to the framerate. SSAO can deliver pleasing results, but most games tend to lose a great deal of depth and detail when applied.


Draw Distance:

Determining the extent to which objects in the distance can be viewable, in open-world games the benefits of this being set to the maximum setting is clear. Less pop-in, improved image of the scenery, other graphical settings being improved from an improved viewing distance. This setting can have a performance hit on less-capable graphics cards and should only be applied to an extent at which the gameplay is not impacted by not being able to see enough of the game's world.

What Should You Do? Draw Distance should be scaled according to other graphical settings in the game, and should be done so as to provide enough visual quality for what the player can see most prominently, without performance taking a hit. Balance this setting with those such as Shadows and AF as to ensure one doesn't overtake the other, and only scale down if you have already done so with other graphical settings in order to keep performance at an acceptable level.


Reflection Quality:

While some games take advantage of real-time reflections, meaning the graphical effect is applied in real-time in accordance to the movement of the rest of the scenery, other games may use a form of pre-baked reflections -- not real-time, meaning they're essentially painted on to the surface.:mad: The biggest effect that reflection quality has resides in the Lighting Quality, as well as the movement of the player's character. Objects such as headlights, glass surfaces, wet puddles, and the surfaces of vehicles all work in accordance to one another as to how well the image appears.

What Should You Do? Where most games have settings scaling from Low, Medium, High and Very High, for acceptable visual quality Medium should be used as a starting point.:cool: Adjusting from one level to the next usually resides in the number of reflections being cast from certain objects being decreased, or in some cases when being set to Low, the reflections are totally removed.


Lighting Quality:

Determining the rate at which light is simulated to mimic the real world, lighting quality tends to scale to the quantity of light sources and how it affects different materials within the game. Where some games may take a real-time approach, meaning it's dynamic and interacting with other aspects of the game, other may use pre-baked lighting, meaning it's static and has more in common with a surface texture than actual light simulation. Allowing skin and flesh to diffuse and glow, along with metals and glossy surfaces mirroring the light in reference to reflections. -- Lighting adds physical properties to surfaces.

What Should You Do? Using the High Quality setting as a starting point scale up or down accordingly to maximise performance. Adjusting the Lighting Quality alongside the Reflection Quality settings will aid in balancing visual fidelity, as one directly impacts the other.


Depth Of Field (DOF):

Creating an effect most akin to cinematography, DOF use camera direction to focus the player's attention on a particular aspect of scenes within the game. This is achieved by blurring backgrounds and areas surrounding the player's character, leaving them in focus to direct the player.:p This graphical setting doesn't normally incur a hit to performance, although there are some exceptions. Usually on a scale of Low, Medium, and High some games may simply use a toggle aiding to the player's preference.

What Should You Do? It's completely personal preference. Some love it, some despise it. If performance is affected, switch it off.:)


Motion Blur:

Another technique used to simulate the effects featured within cinematography --in order to emphasise speed, intensity and fast-paced action, Motion Blur adds blur to the image during high-speed movements. Used commonly in console games in order to smooth-out lower framerates, most PC gamers despise the effect and choose to switch it off. Depending on the particular scene of a game it can be visually appealing. But more times than none, it ruins the image and isn't worth the performance hit -- which in itself is rare.:mad:

What Should You Do? It's personal preference. Evidently pointless when being applied at high framerates, but if the image is improved on a personal level, then do as you wish.

Those with graphics cards of the Low to Mid-Range variety as well as those from previous generations will find the most benefits from reading this guide. As a reference, take a look below at the listed graphics cards.


Nvidia:
-GTX 560Ti
-GTX 570
-GTX 660Ti
-GTX 670
-GTX 680
-GTX 750Ti
-GTX 760
-GTX 770
-GTX 950
-GTX 960
-GTX 1050
-GTX 1050 Ti


AMD:
-Radeon 7750
-Radeon 7770
-Radeon 7790
-Radeon 7850
-Radeon 7870
-Radeon 7950
-Radeon 7970
-R7 260X
-R9 270X
-R9 280
-R9 280X
-R9 360
-R9 370
-R9 380
-R9 380X
-RX 460
-RX 470
 
Last edited:

Deleted member 651465

D

Deleted member 651465

Sticky added. Great information here :)

As a constructive suggestion: consider adding YouTube videos to demonstrate some of the settings.
 
Soldato
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A slight tweak you might like to consider in the Resolution section: those with 4K/UHD displays can more easily scale down to 1080p because there is an integer 2:1 pixel mapping in each direction.
 
Soldato
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Regarding Virtual Super Resolution, does anyone know why it says 'Not supported' for me in my Radeon settings. I have a Fury X paired with Acer XR34 freesync monitor. Is it the card or monitor or what? Is there some settings I can change to make it available?

I know for recent games the card couldn't cope with more resolution anyway but it would be nice for the older games...
 
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Regarding Virtual Super Resolution, does anyone know why it says 'Not supported' for me in my Radeon settings. I have a Fury X paired with Acer XR34 freesync monitor. Is it the card or monitor or what? Is there some settings I can change to make it available?

I know for recent games the card couldn't cope with more resolution anyway but it would be nice for the older games...

Try updating drivers. It should support it off the bat. Monitor has nothing to do with it and the fury x should for the sake of reputation just do so. make sure the driver software has control over the monitor. windows may be conflicting in a way.
 
Soldato
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Try updating drivers. It should support it off the bat. Monitor has nothing to do with it and the fury x should for the sake of reputation just do so. make sure the driver software has control over the monitor. windows may be conflicting in a way.

Thanks for the advice. I've since learned that apparently AMD do not support the ultra wide resolution of 3440x1440. A bit shabby if true given the increasing popularity of the resolution...
 
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Thanks for the advice. I've since learned that apparently AMD do not support the ultra wide resolution of 3440x1440. A bit shabby if true given the increasing popularity of the resolution...

That's truly pitiful. Nvidia supports every resolution.
Through vsr it's silly but should still be available. Natively it should just straight up work.
 
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