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Survivor of Romulus
Join Date: Sep 2012
Posts: 656
# 78
05-25-2013, 05:13 PM
Quote:
Originally Posted by chadeuk11 View Post
If this thread still relevant? If so, I'd like to give a bit more clarification on a few points:


"Half Resolution," renders the game internally at half you chose resolution, then scales it up to whatever resolution you're running your monitor in. So if you are running @1680x1050, the engine renders the game @ 840x525 and then upscales it to 1680x1050.

"Monitor Vertical Sync," Vsync locks the framerate to the refreshrate of the monitor, it prevents tearing, but has some side effects. First, it can induce input lag, and second, if the engine doesn't utilise triplebuffering, then your fps will get cut in half if it drops below your refreshrate, so if your refreshrate is 60Hz, the game will lock your fps to 60fps, but if your fps drops below that, then it will crop all the way to 30fps, unless triplebuffering is used. For best performance, Vsync off is better. (Although the "Adaptive Vsync" option in the control panel for Nvidia cards is handy for this, it will use Vsync until fps drops under the refreshrate, then it will automatically disable Vsync to stop the fps drops.)

"Antialiasing," it doesn't "round off objects that are round," it smooths the edges of all objects in the gameworld, round or not, unless those objects are transparent, in which case you'd need to use SSAA or TSAA, not MSAA, or a good trade off is FXAA from the Nvidia control panel.

"Dynamic Lighting," it doesn't make things more vibrant per say, Dynamic lighting affects the game world and objects around it, creating shadows and lighting up objects that pass through it's field.

"Texture Anisotropic Filtering," Basically makes you textures look sharper, especially distant textures, takes away that smudgy, blurry look. Most graphics can run this these days with little to no performance loss, but it can make a fair difference to the image on screen.

"Screen-space Ambient Occlusion," it improves shading, calculates how objects cast their own realtime lighting/shadows based on the surrounding area, or not, it can have a real big performance hit though.

"Cinematic Focus," often called Depth of Field or DoF for short, tries to simulate the effect of focusing on objects in the foreground or background, blurring out the surrounding area.

"GPU Accelerated Particles" This does indeed offload particles to the GPU, but if you have weaker dual core or single core CPU and a better GPU, like from the last 3-4 years, you may be better leaving this on, as relieving the CPU of the workload could be more important.

"Reduced File Streaming," if you have plenty of memory, like 4GB+, then enable this to force the game to keep more data in system memory, this reduces load time and can reduce stuttering when the game tries to stream new information from the HDD. If your running STO from an SSD, this may make little difference.
This needs a much needed bump imo.
I'll give this new insight a try.
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