cRPG

Beta => WSE2 Beta => Topic started by: Panos on April 28, 2013, 01:13:29 pm

Title: Explanation of WSE2`s graphic options. FIXED.
Post by: Panos on April 28, 2013, 01:13:29 pm
I will gather all the graphic options here with their explanations, to help you understand them better.

1.Field of View (FOV) : The field of view is the extent of the observable world that is seen at any given moment.

Example 1. FOV at 75° both at 1st and 3d person.

1st Person
(click to show/hide)


3d Person
(click to show/hide)

and now at 100° FOV

1st Person
(click to show/hide)

3d Person
(click to show/hide)


2. Vertical Sync : Vsync matches your monitors refresh rate/frequency, with a 3D applications frame rate. In other words, It doesn't let your frame rate go above your monitors refresh rate.

Example : 65 hZ means 65 FPS max on the game.


3. AntiAliasing (MSAA) & (FXAA)  :  Antialiasing can detect rough edges and smooth them out using a quick scan of them. The higher the number the more edges it can scan at once.
It slows the game down though so if you want to improve your game performance always lower it or turn it off.

Examples :

Antialiasing completely turned off, all three options

(click to show/hide)

and now everything at Max

(click to show/hide)

You can spot the biggest difference on the tree, the first image is a bit blur than the second.

IMO, antialiasing should be kept off to have better performance.


4. Post processing filter : The term post-processing is used in the video/film business for quality-improvement image processing (specifically digital image processing) methods used in video playback devices, it is also commonly used in real-time 3D rendering (such as in video games) to add additional effects.

Examples :

first picture was taken with the option "MAKE MY EYES BLEED"

(click to show/hide)

second picture was taken with with PPF completely off

(click to show/hide)


5. Anisotropic Filtering :  In 3D computer graphics, Anisotropic filtering (AF) is a method of enhancing the image quality of textures on surfaces that are far away and steeply angled with respect to the camera. Like bilinear and trilinear filtering it eliminates aliasing effects, but introduces less blur in the process and thus preserves more detail. Anisotropic filtering is computationally relatively expensive and has only recently become a standard feature of consumer-level graphics cards

Examples :

at the first picture AF was completely off

(click to show/hide)

and at the second one AF was set at x16

(click to show/hide)


6. Load textures on demand :  It loads textures on demand in scenes instead of loading them all at once at the beginning of the game, or when entering a scene.


7. Shader quality : it affects the whole imaging of the game.

Shader quality set to absymal
(click to show/hide)

and to High

(click to show/hide)


8. Dynamic Mesh Batching : Did not found any good explanation, so I call upon the mighty cmp to enlighten us.


9. HDR :  High-dynamic-range imaging (HDRI or HDR) is a set of methods used in imaging and photography to capture a greater dynamic range between the lightest and darkest areas of an image than current standard digital imaging methods or photographic methods.

Examples :

first picture was taken with HDR set to off
(click to show/hide)

and then set to high
(click to show/hide)

10.
*Special thanks to Patoson for those 3 


DISCLAIMER : SS`s were taken with GeForce 9600GT with the latest nvidia drivers.
I have no experience in GFX matters, and all the explanations I found them on the internet and I made the appropriate screenshots to help you understand WSE2 better.

I will update the OP in case I find that something is missing or it`s wrong.
Title: Re: Explanation of WSE2`s graphic options.
Post by: Lactating Vegetables on April 28, 2013, 02:07:16 pm
can't see the pics
Title: Re: Explanation of WSE2`s graphic options.
Post by: the real god emperor on April 28, 2013, 02:22:45 pm
Reupload pics buddy
Title: Re: Explanation of WSE2`s graphic options.
Post by: Panos on April 28, 2013, 02:24:10 pm
where the fuck are the pics?!??!

gonna re upload them in an hour, I have to go afk now ..  :shock:
Title: Re: Explanation of WSE2`s graphic options.
Post by: the real god emperor on April 28, 2013, 02:38:04 pm
where the fuck are the pics?!??!

gonna re upload them in an hour, I have to go afk now ..  :shock:

I think government took your images, sorry for that  :(
Title: Re: Explanation of WSE2`s graphic options.
Post by: Algarn on April 28, 2013, 10:00:08 pm
They taken them for sold them ?  :wink: More seriusly , I have extremely low fps with WSE :/ That's sad , because that looks epic  :(
Title: Re: Explanation of WSE2`s graphic options.
Post by: Panos on April 28, 2013, 10:06:01 pm
Gonna lock it for now until I fix it again

fucking imageshack..
Title: Re: Explanation of WSE2`s graphic options.
Post by: cmp on April 28, 2013, 10:27:54 pm
Use http://imgur.com/, Panos.
Title: Re: Explanation of WSE2`s graphic options. FIXED.
Post by: Panos on April 28, 2013, 11:43:27 pm
I know this is not perfect, but I hope that it will give you an idea in overall what every GFX option does to the game.

cmp, if you have anything to correct/add, i`ll gladly update the OP.
Title: Re: Explanation of WSE2`s graphic options. FIXED.
Post by: Gnjus on April 29, 2013, 10:19:34 am
WoW, just.....wow.......Pancake and cmpBIMbo having a normal, decent conversation......never thought I'd live long enough to see it.
Title: Re: Explanation of WSE2`s graphic options. FIXED.
Post by: Molly on April 29, 2013, 10:26:49 am
Well, I just flew over it and... well... vsync is way more than just "fps don't go higher than the monitors refresh rate". Other than that it looks good.

Which makes me wonder... CMP, is there a triple buffering option in warband? Can't really recall if there is :3 And make it work for "dat new thing" please :D
Title: Re: Explanation of WSE2`s graphic options. FIXED.
Post by: Pestdoktor on April 29, 2013, 12:17:34 pm
Maybe the depth effects setting makes everything closer to or further from you then what you see in the center of the screen seem out of focus.

Just a guess, though.
Title: Re: Explanation of WSE2`s graphic options. FIXED.
Post by: The_Bloody_Nine on April 29, 2013, 06:01:48 pm
Well, I just flew over it and... well... vsync is way more than just "fps don't go higher than the monitors refresh rate". Other than that it looks good.

Which makes me wonder... CMP, is there a triple buffering option in warband? Can't really recall if there is :3 And make it work for "dat new thing" please :D

vsync makes most games (e.g. warband) terrible and less fluid for me.
Title: Re: Explanation of WSE2`s graphic options. FIXED.
Post by: [ptx] on April 29, 2013, 06:14:02 pm
FOV is in degrees, not percentage.
Title: Re: Explanation of WSE2`s graphic options. FIXED.
Post by: Patoson on May 03, 2013, 04:44:45 pm
Nice thread, Panos, but you have the Shader pictures swapped, I think.


Also, FXAA gives better performance than MSAA in this game and most others.
Title: Re: Explanation of WSE2`s graphic options. FIXED.
Post by: Panos on May 04, 2013, 11:37:01 am
Nice thread, Panos, but you have the Shader pictures swapped, I think.

  • Auto-exposure improves lighting and adds eye adaptation when entering/leaving a dark area (like a hut). It only works if HDR is enabled.
  • Use Depth effects is quite self-explanatory. It adds DOF (Depth of Field), which blurs things not focused by the camera.
  • Use Instancing - I'm not sure what this does, but I have come to the conclusion that my game runs smoother without it.

Also, FXAA gives better performance than MSAA in this game and most others.


Cheers for the help dude.

No the pics are fine.

Title: Re: Explanation of WSE2`s graphic options. FIXED.
Post by: Wynz on May 05, 2013, 08:33:48 pm
If i want to get more fps should i turn off this options?

Load textures on demand

Dynamic Mesh Batching

Weapon Trails

Particle Systems


Thingy is in sieges i get fps drop to 30-40 on respawn and close to the walls, actually when im figthing somewhere on the middle of the castle i got more fps, thats weird
Title: Re: Explanation of WSE2`s graphic options. FIXED.
Post by: Patoson on May 06, 2013, 02:06:53 pm
Try setting everything on abysmal/low, turning off everything you can and setting all sliders (shadows, distance, etc.) to the minimum. Play with all settings, preferably individually, to see which setup you can use. That's how I always find out what each setting does.
Title: Re: Explanation of WSE2`s graphic options. FIXED.
Post by: El_Infante on May 22, 2013, 04:37:02 pm
Nice thread, Panos, but you have the Shader pictures swapped, I think.

  • Auto-exposure improves lighting and adds eye adaptation when entering/leaving a dark area (like a hut). It only works if HDR is enabled.
  • Use Depth effects is quite self-explanatory. It adds DOF (Depth of Field), which blurs things not focused by the camera.
  • Use Instancing - I'm not sure what this does, but I have come to the conclusion that my game runs smoother without it.

Also, FXAA gives better performance than MSAA in this game and most others.

Instancing (Nvidia quote)
Instancing is an important tool for direct developers to help squeeze extra performance out of their complex 3D scene. It makes use of special hardware and
low level driver code to reduce the overhead in drawing multiple copies of the same vertex buffer. In DirectX 10, the concept of instancing is built into the standard draw call.
Title: Re: Explanation of WSE2`s graphic options. FIXED.
Post by: Patoson on May 22, 2013, 04:47:19 pm
Yeah I might be wrong with Instancing. More than worse performance, it seems to improve it, especially when there are lots of actors. What I noticed back when I posted that was that my GFX made more noise, but it's probably because the game runs smoother at a high framerate.