- 1 VSync
- 2 Target Framerate
- 3 Ambient Occlusion
- 4 DX11 Tessellation
- 5 Fur shading
- 6 Translucency
- 7 Anti-aliasing
- 8 Realtime reflections
- 9 Multi-threading
- 10 Post-processing
Vertical Sync (VSync) syncs framerate with screen refreshrate, so no tearing occurs.
At what framerate to render the scene.
Screen space ambient occlusion (SSAO) approximates ambient occlusion in real time. Ambient occlusion offers a more plausible lighting environment by adding shadows to areas less affected by ambient lighting.
DX11 tessellation greatly enhances the quality of a mesh's silhouette by subdividing polygons into smaller pieces - eliminating sharp edges.
Requires rendering mode to be set to DX11 and a DX11 enabled graphics card.
The effect of tessellation is that the model will appear smoother. Tessellation is not currently applied to models with the fur shader enabled.
Use fur shader for characters that supports it.
- High quality
- Extreme quality
Use translucency shader for characters that supports it.
The shadow setting does not have so much to do with performance as it has to do with preference.
- On (Casting off)
- On (Receiption off)
- On (Artifacts)
The multiple on settings refer to shadows.
- Casting off - the character will not cast shadows.
- Receiption on - the character will not have shadows cast on them.
- Artifacts - characters will cast and receive shadows, but there may be artifacts.
Anti-Aliasing. (TXAA does not work in VR. If enabled and if VR device connected, FXAA will be used instead.)
- TXAA (experimental)
Screen Space Realtime Reflections (SSRR). Does not work with VR.
This is used in game to make objects appear glossy. Most noticable on the kitchen island in the 'ocean house new' level.
Whether or not to run computationally heavy tasks in parallel using threads. You should probably leave this on.
Whether or not to use map-specific post-processing effects.
The post processing effects vary by map, but will often help brighten up a scene.