The level of detail in the graphics of the game is becoming more and more complex with a lot of customizations and is a very strange term for gamers. However, through this article you will definitely understand more about the game graphics of a game, and accordingly you can easily adjust the parameters that best suits your computer.
So far, the first thing after I setup a new game is not to login into the game to play but to go to Options to be able to customize everything in the way that I most desire. If some of the Gameplay, Audio, or Control options seem to be simple and easy to understand, the graphical parameters are not easy to understand for most gamers now. Of course, by default there are always auto settings for users. However, I bet that many of you like me: own a medium VGA but always want the game must be beautiful, must play smooth! Therefore, we have to adjust Options Auto to Custom to customize many other parameters.
Here, let me show you the meaning of the most basic settings of any game product to help you feel less confused if you encounter them. Just as you can adjust them yourself to make the best gaming experience.
Pixels are the most basic unit of an image that is made in digital form. It is a dot that can display colors. Resolution is the number of columns and rows of pixels in an image displayed on the screen (the 'x' is the multiplication to find the total number of pixels). The higher the resolution, the higher the number of pixels, the more detailed the image, the more beautiful the image. The higher the resolution, the greater the number of pixels that the VGA (Graphics Card) handles and outputs. The most common resolutions available today include 720p (1280 × 720), 1080p (1920 × 1080), 2K (2560 × 1440) and 4K (3840 × 2160). These resolutions are in line with the 16: 9 aspect ratio, which is also the most popular screen ratios nowadays. There is also a 16 × 10 aspect ratio, slightly different, for example: 1920 × 1200 and 2560 × 1600.
Higher resolution customization requires VGA to handle more tasks in order to produce enough pixels. Therefore, it will reduce the player's frame rate (FPS). Under 30FPS, you will see the game appear jerky.
Note: FPS or Frames per second is the number of images generated per second. The larger the FPS, the greater the number of images created and the smoother the movement. If VGA handles an image with little detail and low pixel count it will output the image faster, meaning that the FPS is higher.
The most popular goal at the present time with the latest generation of consoles is reaching a resolution / frame rate of 1080p / 60FPS. For PC gamers, this can also be seen as a goal for players to build their computer to ensure a full experience.
This parameter is often overlooked but it is important to help VGA perform its mission well. The refresh rate, also referred to as scan parameter, is measured in Hz. A monitor with RR = 60Hz means it can display 60 images in 1 second. For monitos with RR = 144Hz, this means that it displays 144 images in 1 second. That means the higher the RR, the more images it displays within a second and that makes the motion smoother especially when displaying moving images. Shooter gamers are very interested in this parameter because it helps detect motion in a very small amount of time.
However, to pursue a standard up to 144Hz will cost you a lot of money from buying a monitor to VGA that can produce the same number of images. The 60Hz monitor is a standard for casual gamers wanting to target 1080p / 60FPS. However, how will it be when VGA is so powerful that it produces more images than the number of images that the screen can display. The answer is that will appear Tearing - Tearing picture. And to limit this, Graphics Setting has an additional customization applied to the Nvidia's VGA generation, which is V-sync.
3.Vertical Sync (V-sync) – Synchronize images vertically
Tearing is the phenomenon of screen not ready to output a picture from the VGA, another image was overwritten by the faster processing VGA than the display speed of the screen. For example, VGA can handle 120 images per second but the screen only shows up to 60 images per second. V-sync has overcome this.
When Vsync is On, all system components from the GPU, CPU, in-game processor will be synchronized. Every frame from the VGA output will be displayed on the screen and when the screen has finished, then another frame from the VGA is taken up. For example, the screen displays a maximum of 60 images per second, the GPU and CPU also have to deal with the same number of images. This prevents tearing but lagging. Example: With the 60Hz screen, VGA takes 1 / 60s to finish the first frame, but if VGA need 2 / 60s is finished in the second frame (Because the GPU is not powerful enough to handle and move to the screen in 1 / 60s). Then there will be times when the screen does not receive any images from the VGA causing a lag event. That's why when you turn on Vsync: ON in some low VGA streams, you'll see FPS drop dramatically. Unless FPS numbers in your game are high, fall into 90FPS or higher, turn on V-sync to ensure FPS stays at 60FPS.
A familiar term designed but strange for most gamers. The simplest thing is to look at your brick or look up at the table. Of course it will vary in color, size, shape, ruggedness and density. Texture is an allusion to the outer layer of the object. In building the game, the designer scans a lot of different object surfaces in digital form. Then, depending on the position that "paste" the image on the face of the object.
Texture often has options from low to ultra when the system processes an object. If you choose a low level you still recognize what the object is but the image will be blurred, unclear. In return, the VGA only needs to handle as little as possible to output the image to cover the object.
Texture has a huge impact on PC performance and burns a large amount of resources from the GPU. You need to consider when adjusting this parameter.
There is a funny paradox in the rendering design that is "soft curve" or "straight". What you think is a curve or line that actually an illusion. The main reason stems from the image built from pixels (cubes). A finite set of pixels standing side by side produces a curve or a straight line, so essentially, if you look carefully at the edge of an object, it is a folded line. The smaller the number of pixels on the image, the brighter the line and the greater the number of pixels, the harder it is to detect. AA was born not to completely remove the fold lines (the impossible) just to minimize that naturally (antialiasing).
There are many methods for antialiasing but the most common are Supersampling (SSAA). In this article I will not go into how the antialiasing works, but only list the most common form of AA:
- MSAA: More effective than SSAA.
- CSAA: Nvidia standard is more effective than MSAA.
- CFAA: The AMD standard is more effective than the MSAA.
- FXAA: Unlike handling each object in the environment, FXAA creates an antialiasing filter for the entire scene, which is very effective so basically it handles the details that the MSAA misses.
- MLAA: AMD's high-end AA standard, is being widely adopted.
- SMAA: The combination of the MLAA with the MSAA and the SSAA, featured in high-end graphics mods such as SweetFX.
- TXAA: Support for Nvidia's VGA generation using the Kepler GPU, combined with the MSAA.
- MFAA: This is Nvidia's latest and strongest AA standard, only available on the Maxwell GPU, which also works well with the MSAA.
For you to imagine, you can watch the clips below to understand the similarities and differences between AA types:
The above standards tell you which one is better. The other parameters that come with AA are 2x, 4x, 8x, 16x ... the higher the number x, the stronger AA and the burning a lot of resources of the VGA.
Anti-aliasing is an option that makes FPS drop very fast, unless you have a computer with powerful VGA. Please test a few options to find out which AA is best for your computer.
As the name implies, PhysX is an optional description of the physical interaction effect at a high level. This means that objects are destroyed like buildings, broken glass or something explode or are just banners flying in the air or interacting with bullets… will be made the most detailed. This is an exclusive option for Nvidia's VGA. But if you do not have Nvidia's VGA that the game still supports PhysX, you can still turn it on, only that it will run through the CPU and therefore the game performance will drop dramatically.
To be honest, even with the Nvidia VGA, the cost of enabling PhysX is relatively high. Consider turning it on/off to match the number of FPS that you can tolerate while playing.
When you turn this option on, the PC will start framing with a higher resolution than the actual screen resolution of your monitor. Then, it compresses the image to match the screen resolution. The system continues to calculate colors on the pixels to display the correct color and smooth. Like AA, it also makes jagged objects look smoother. This is a very sophisticated image optimization method.
No need to say how heavy this setting is unless you own a high-end super-powerVGA.
This option works to create an object's shadow on top of the wall or the default shadow on the human face. However, it is a fake shadow, not a real one. That is, it is not affected by the directional light in all directions (Dynamic Lighting). There are two main types of shadows: Screen Space Ambient Occulusion (SSAO) and Horizon-base Ambient Occulution (HBAO). This is not important at the moment. Because nowadays almost the game has been optimized and most of the current removable VGAs support DX10 and 11, you can choose HBAO + if you want. Unless you are playing with 20FPS!
9.Anisotropic Filtering (AF)
One of the most popular methods of increasing the game's performance and optimizing a game is to reduce the detail of objects and surface veins. Especially for distant objects or sub-objects in the game frame. However, if you move from detailed objects to less detailed objects on a frame, the player will easily notice there is a clear separation between these areas. AF is generated so that the transition between layers of object details is as smooth as possible.
AF does not significantly affect the system and has been optimized to very high levels for many years. Let max (8x or 16x) if possible and enjoy the smooth frame as seen in real life.
10.Depth of Field – Blurring of the subtree in the frame
The term is quite simple to explain. If you have tried putting the ruler on your eye and looking straight at an object, your eyes will focus on displaying clearly what you are looking at while the surrounding areas are blurred. Depth of Field handles similarly. It will blur the surrounding areas so that you focus on one area before your eyes more clearly. Previously, the Depth of Field was heavy, but at present it has little effect on the system. Turning on and off depends on whether you want to look at everything clearly or want to look real or not.
11.Field of View (FOV)
This option allows you to choose between a wide viewing and a narrow viewing. The higher the FOV, the wider the viewing, the better the ability to observe, while the lower the FOV, the closer you will see to everything.
There are games that allow customization of FOV, there are games fixed to it. Depending on the gameplay and what you want.
This is a very difficult parameter to define because it includes a lot of related effects. It may be the image blurring when moving fast, the spread and the glare of the light. In the past, many developers have split them so that players can customize, but now most have integrated into one including Blur, Lighting, Bloom ... to reduce the load option. Naturally this is a very resource-consuming option for the computer. It consists of 4 levels: Very Low, Low, Medium and High. Please test a few times to get what you like best.