![]() ![]() Screen Resolution: Scales user interface (HUD) up or down. ![]() Render Resolution: Scales game graphics rendering up or down, allowing for super- and down-sampling. This is best seen when looking at points of contact between surfaces and the underside of plant life. Filmic is disabled for multi-GPU configurations.Īmbient Occlusion: Screen-space ambient occlusion impacts the realism with which light interacts with world objects, including reflectivity and proliferation of light as it bounces from reflective surfaces. This is a temporal setting that analyzes multiple frames during application, making its impact very difficult to showcase in still screenshots. Primary setting is Filmic SMAA, which creates a more cinematic (read: film-like) smoothing of object edges. Requires Order Independent Transparency.Īnti-Aliasing: Tested loosely below. Proliferates through smoke or other volumetric particles. Volumetric Lighting: Creates “godrays” and other sunbeam or cascading light effects. Order Independent Transparency controls the count of transparency FX and controls transparent object sorting. ![]() Order Independent Transparency: This setting is required on for volumetric lighting effects. – and casts a slight red glow from the underlying blood. This is done when light propagates (think: sort of like capillary action) through thinner skin – ears, hands, etc. Subsurface Scattering: Subsurface scattering is a lighting effect that creates more realistic skin. Enabling this setting will allow non-static objects to cast shadows, like grenades and other dynamic elements. Increased shadow map quality will create smoother shading/shadow effects with fewer stand-out pixels and jagged edges.ĭynamic Shadows: This is a toggle setting. Shadow Map Quality: Resolution of shadow maps. Primarily impacts detail level of large objects and environment elements. Changes apparent object detail and smoothness. Mesh Quality: LOD (level of detail) adjustment for meshes. Texture Filtering: Filtration effect quality as applied to in-game textures and textured elements. This changes the apparent depth and grit present in a surface. Texture Quality changes texture resolution in-game. Texture Quality: Pretty straight-forward. This is our top-level overview that we already published in our GPU benchmark for the game. The above screenshots show Black Ops' graphics options in their entirety. Black Ops III VRAM Consumption Up to 10GBĬall of Duty: Black Ops III Settings Explained Quickly.Call of Duty: Black Ops III Mouse Smoothing Fixes.Call of Duty: Black Ops III Video Card Benchmark.Previous Black Ops III Technology Articles Higher severity FPS impacters will be listed first. More below in the methodology sections.Įach setting will be listed by severity of its impact on FPS. The latest nVidia (358.87) and AMD (15.11) drivers were used for testing. We also define Order Independent Transparency, Volumetric Lighting, Subsurface Shadows, Mesh Quality, Shadow Mapping, and more of Call of Duty's options.Īll of these tests were conducted using the patch released on November 7, which contained some bug fixes not addressed at launch. The screenshots below show texture quality (resolution) comparisons, preset & texture VRAM consumption, FPS performance for each setting, and more. We independently benchmarked all of the game's settings. Our Call of Duty: Black Ops 3 optimization guide shows the best graphics settings for improving FPS, including screenshot comparisons of the settings. ![]() Ignoring difficulties encountered with VRAM and memory, the heavy LOD scaling and graphics controls allow for scalability across the $130 to $1000 GPU range. We talk about some of these at a top-level in our Black Ops 3 GPU benchmark, found here, but dive deep in this latest guide. Activision's latest in its seemingly undying shooter franchise launched with fairly simplistic graphics settings, but still has a few items that may raise questions – like Order Independent Transparency and Subsurface Scattering. ![]()
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