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
3d Person
and now at 100° FOV
1st Person
3d Person
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
and now everything at Max
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"
second picture was taken with with PPF completely off
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
and at the second one AF was set at x16
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
and to High
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
and then set to high
10.
- 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.
*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.