This is a lesson I reaaally got into quickly when I got a 1440p 144fps monitor.
Once you've played with those, you don't want to lose that resolution or frame rate. But with just a gtx 970, most games can't be maxxed with both so I have to do quite a lot of tweaking now to make a game look really good while satisfying both. And it does generally leave you with a still great looking game. Sometimes the game will be even better looking with some of the fucking post processing gone.
I wish people would never benchmark games with settings like SSAO which is well known to dip fps
The Talos Princible for example I managed to get running in 4k with just 970's, fucking maxed, 60fps, amazing. SSAO enabled its 30 fps instantly at the cost of... no visual boost
[editline]28th March 2017[/editline]
with 4k you really do want good settings for stuff like textures/shadows etc because like... why even run 4k if it doesn't look good? Ok you're running 4k, but because textures are blurry you may as well run it in 2k with AA enabled and it'd look the same
Personally I usually prefer at least 60 fps first before I turn everything to high
There's quite a bit of games that have settings that just slam FPS with no significant change to the game. SSAO is one of them, and VSync is another.
I find that texture and models usually don't make much of a dent in my FPS either, it's usually the shadows and anti-aliasing that do.
[QUOTE=J!NX;52026332]I wish people would never benchmark games with settings like SSAO which is well known to dip fps[/QUOTE]
SSAO is very light performance wise compared to the heavier AO implementations.
Besides, I feel AO is an extremely important graphical setting.
I definitely feel the thing about low graphics settings looking perfectly acceptable. I have by no means a top end system in way which means I'm limited in games like Battlefield 1 to about medium settings, but it honestly still looks amazing enough to me that I'd never want to sacrifice framerate just for a (personally at least) insignificant graphical change
At the same time my monitor is shit so I may just be unable to see the lack of fidelity but either way it's insane how good games can look throughout the graphics range.
I usually disable MotionBlur, DoF (unless its used in a good way like blurring bad distant LoD) and lower Post Process quality.
Shadows / Lighting and Textures are what matter to me.
[QUOTE=Daemon White;52026402]I usually disable MotionBlur, DoF (unless its used in a good way like blurring bad distant LoD) and lower Post Process quality.
Shadows / Lighting and Textures are what matter to me.[/QUOTE]
I find that nothing takes me out of the immersion of a game more than a shadow that looks like it came off the SNES.
I honestly care more about pop-in, shadows/lighting, FPS and things like model collision. I would rather games look like the gamecube/xbox/ps2 era of models and textures so long as I don't have to see rain inside buildings and shit like so many games have. like in Horizon: Zero Dawn, in the beginning cave there's this point where you see bats and these flat ass fake bats fly through the cave wall. It's gross. Make the game world feel like a real space instead of a fancy hologram box. I don't care about 60gb uncompressed textures, I want the world to feel more real in an interactive sense.
[QUOTE=Fapplejack;52026408]I find that nothing takes me out of the immersion of a game more than a shadow that looks like it came off the SNES.[/QUOTE]
Don't forget crappy LoD distance. Great shadows and textures are cool and all until that shit's popping in 20 feet away in plain sight (looking at you, GTA V shadows...)
[editline]29th March 2017[/editline]
[t]http://i.imgur.com/BYICYXH.jpg[/t]
Like, come on.
I just don't get why in every game AA kills performance.
What is it going to take to finally get rid of jaggies
[QUOTE=redBadger;52026516]I just don't get why in every game AA kills performance.
What is it going to take to finally get rid of jaggies[/QUOTE]
Deffered rendering really threw a wrench in AA, because it renders the scene multiple times, then composites it.
Which is why Post Process AA is all the Rages such as temporal, as you can just slap it on top. Issue is, it has no scene information, so it just tries to blur what it thinks is an edge, which usually results in a blurrier image.
[QUOTE=redBadger;52026516]I just don't get why in every game AA kills performance.
What is it going to take to finally get rid of jaggies[/QUOTE]
If you care to know certain AA solutions involve super sampling which basically means rendering the scene at higher resolutions than your monitor and scaling it down. With deferred rendering this is further multiplied as the scene is already being rendered multiple times. As this video points out, increasing resolution is very expensive. Others AA solutions are screen space post processing effects, which have orders of magnitude less impact but are less effective and tend to have pros and cons that super sampling does not.
[editline]29th March 2017[/editline]
Stiffy kinda beat me to it oops
[QUOTE=redBadger;52026516]I just don't get why in every game AA kills performance.
What is it going to take to finally get rid of jaggies[/QUOTE]
Well it's mostly because traditional AA methods like FSAA/SSAA are kind of like rendering parts of a frame at a larger size and then compacted back down, so it's kind of like rendering the same frame multiple times. MSAA is kind of the same as it does still does supersampling except it only analyzes and calculates edges and parts of the frame rather than the entire frame. Either way, these methods can be incredibly taxing on top of already complex models and advanced shading techniques.
Right now the best compromise are post-processed AA techniques which analyzes the image and try to accurately blend similar colors together, usually through blurring. More accurate forms or combined techniques like SMAA which does it in a sort of similar edge calculation like MSAA to avoid blurring the screen, or TXAA which is like a mix of post processed anti-aliasing like FXAA and FSAA with some form of post-processed sharpening to counteract any form of blurring.
[editline]late[/editline]
late and beaten already by two other users lol
Modern implementations of SMAA are actually really good and take very little FPS. The SMAA used in Reshade can blur along the edges of the depth buffer rather than the image/color information, which provides results almost rivaling MSAA.
Check out the post solution used here
off:
[t]http://images.akamai.steamusercontent.com/ugc/263845380501641876/4EF4E11F0E998E04E8C4756F0B107AF10E65D39C/[/t]
on:
[t]http://images.akamai.steamusercontent.com/ugc/263845380501642120/1F9A70C40535DDA610C76A977EA8EB48B069E15F/[/t]
Through use of lumasharpen, overall image quality actually becomes crisper.
Source: [url]https://nomansskymods.com/mods/sweetfx-smaa-lumasharpen-fxaa-best-of-both-worlds-after-fx/[/url]
FXAA, Motion Blur, Vsync
Disable, every game
[QUOTE=Episode;52026590]FXAA, Motion Blur, Vsync
Disable, every game[/QUOTE]
don't forget DoF
shit belongs in movies and photography, not games
It's nice to go back to older titles and turn on AA, force AF and enjoy it with high framerates. But usually nothing can be done for LOD switching. I can understand it when things are far away, but seeing an object or a character switch between three different models just 3-5 meter from you is ridiculous.
[QUOTE=Episode;52026590]FXAA, Motion Blur, Vsync
Disable, every game[/QUOTE]
I also disable bloom and chromatic aberration.
[QUOTE=Electrocuter;52026740]don't forget DoF
shit belongs in movies and photography, not games[/QUOTE]
I usually remove stuff when it's not relevant to the game, is distracting, and brings down the FPS. Max Payne 3 uses chromatic aberration as part of it's style, so I'll keep it on out of respect to the developers.
[QUOTE=megafat;52026803]disable chromatic aberration[/QUOTE]
Wish For Honor had this setting.
I feel like ultra settings is more of a "futureproofing" method because as time goes on, gpu tech will advance to handle it perfectly fine, giving you a reason to revisit a game a few years later.
Vsync is usually the only option I'm okay with leaving on because I get TERRIBLE screen tearing otherwise in most of my games.
Sadly some games will get awful input lag with V-sync turned on, but I try to have it active whenever possible.
God rays are often uncalled for and should be disabled. You're in a normal city in broad daylight? If there are god rays there then it's realistically not correct. God rays only appear in real life where thin particles are dense in the air (such as dust in old rooms and houses, or ambient humidity in a jungle). God rays in gaming are seriously overrated.
Also reminder that sharp shadows don't always mean better shadows. Shadows become blurrier based on distance between the object and the surface the shadow is projected on, while the brightness of the light source also impacts this significantly (dimmer means blurrier). Those sharp building shadows on a cloudy day in CSGO? An abherration. So sometimes you're gonna want to compare the different shadow settings and find the best one, based on your environment.
I used to play with V-sync most of the time but I turned off for competitive games. The screen tearing is noticable but you get used to it and now I've disabled V-sync on every game and it feels much more responsive (unless you have a g-sync monitor of course).
V-Sync rarely dips my FPS anymore. AA, however. Jesus Christ, in Overwatch it'll take me from 200 FPS to like, 70.
[QUOTE=KaptonJack;52027131]V-Sync rarely dips my FPS anymore. AA, however. Jesus Christ, in Overwatch it'll take me from 200 FPS to like, 70.[/QUOTE]
That's pretty weird, Overwatch only has post-processing AA methods with FXAA and SMAA which barely affects performance, with the exception of increasing render scale resolution up to 200%, unless you do mean that which is a pretty much SSAA/downscaling.
[QUOTE=paul simon;52026368]SSAO is very light performance wise compared to the heavier AO implementations.
Besides, I feel AO is an extremely important graphical setting.[/QUOTE]
SSAO looks like ass, even on new stuff. In TB's MEA playthrough there's a scene where ryder and... somebody are looking through a window and you cannot miss the giant black halos surrounding both of them where there should be no contact shadows at all.
Per pixel sampled HBAO looks much more realistic but it will kill the shit out of your framerate, even on high nvidia products that is was initially designed for. The most realistic AO is from Boris Vorontsov surprisingly enough, because he actually samples the lighting per frame before applying indirect illumination and shadows, but the costs on framerate are batshit.
Not so say it shouldn't be implemented at all, it's not utter subjective stylistic bullshit like Abberation and DoF and [i]goddamn migraine inducing motion blur[/i], but it still has yet to find a good looks-to-framerate ratio, especially at high res.
I thought everyone hated 2kilksphilips here, or at least those in the mapping scene.
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