Factors that affects gaming Performance,Details setting,features explanation.
Optimize gaming graphics
All gamers want beautiful graphics and smooth and high frame rates Immerse yourself in the wonders of your games’ graphics settings with all stunning graphics features.
We all want the best In all Direction. Of both worlds, if possible. For games, we want beautiful graphics, and we want them faster smooth frame rates. If you’re capable enough to buy or have the very best and latest hardware, you should be able to play the latest and greatest games at the ultra-settings available. For the vast majority, though, some tinkering is needed to hit those smooth frame rates, and that’s where this handy guide comes in. Over the next few pages, we’ll pull apart all of the settings you’re likely see in games, and tell you which ones are going to have the biggest impact on your frame rate counter. Speaking of which, while it’s good to go with your gut feeling about how smooth a game is, we recommend grabbing a third-party tool to show frame rates in game, so you can see whether your tweaking has had any real effect. We’ve traditionally used FRAPS for this, but have recently switched over to MSI Afterburner (http://gaming.msi.com/ features/afterburner). You don’t need an MSI card to use it, and it’s free to download, so win-win all around, really. While we’re on the subject of software, one option worth pursuing is using Nvidia’s and AMD’s own tools to try to optimize your games for you. While these are by no means foolproof, they can do a good job of taking the pain out of the process—particularly on laptops. Nvidia’s GeForce Experience relies on a huge database of settings and configurations to get the setup right, while AMD’s Gaming Evolved utility provides a similar function by calling upon the gaming community to provide feedback on settings (which is why some games have no suggestions for optimization). Even if you intend to tweak your game settings yourself, these often make for a good, if crude, starting point for your experiments.
Must have for streaming games that do not have the option build in. Stream full screen @1080p while still being able to easy Alt/Tab out as if you were in windowed mode. This way you can stream in top quality while still communicating with your viewers.
Or play your game on your second monitor, thanks to our mouse locking options this application makes sure your cursor stays in your game window while you play.
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Screen resolution significantly affects graphical performance. As to whether the 4670 will be fine depends on what you are planning on doing. If you are just going to be doing basic office tasks (word, email, web browsing etc.) it will be plenty, if you want to do gaming it’s going to be weak for 1920×1080 and would be restricted to low or medium detail settings.
Yes, Screen resolution has a massive impact on performance, obviously the more pixels the GPU has to render the longer it will take to render the entire frame so you will end up with less FPS (Frames per second).
Higher resolutions (Like 1080P+) require more VRAM (Video Random Access Memory) to store all the textures in the game, the HD4670 you linked to has 1GB of VRAM which is good, but unfortunately doesn’t really have the raw power to be able to play the latest games at decent in-game settings.
vertical synchronization, an optional setting on your graphics card that throttles the frames being drawn to match the number of times your monitor refreshes itself every second. If you have a 60Hz monitor (i.e. one that refreshes 60 times a second), V-Sync will adjust the framerate for the game you’re playing or app you’re using to max out at 60 frames per second. This GPU feature became necessary back when everyone played games on big CRT monitors, which refreshed themselves by physically moving an electron emitter back and forth across the interior of the screen at regular intervals to redraw the entire image.
In an ideal world the frames per second generated by your graphics card would sync up perfectly with the refresh rate of your monitor, ensuring that every time the GPU writes a frame into video memory the monitor is ready and waiting to pluck that image data out of memory and draw that frame on-screen. The problem comes when your GPU starts spitting frames into video memory faster than your monitor can retrieve them, causing graphical distortion as the images start to overwrite one another.
Tesselation is a fancy word that describes the subdivision of polygons into smaller polygons. Wait—what? Three-dimensional objects in games are first rendered by drawing polygons, which are then covered with a texture. The fewer the polygons in an object, the more blocky it looks (think of a cube). The more polygons (or sides) you add to the object, the more round or defined its characteristics can be (think of going from a dodecahedron to a sphere). Tesselation is basically a way to use texture to take a flat object and add depth, by creating a bunch of additional polygons. It looks great, but it takes a bunch of computing power to do it. In graphics engines, tesselation is usually only done fairly close to the player (or “camera”), because there’s no need to display details the player won’t notice.
In computer graphics, antialiasing is a software technique for diminishing jaggies – stairstep-like lines that should be smooth. Jaggies occur because the output device, the monitor or printer, doesn’t have a high enough resolution to represent a smooth line. Antialiasing reduces the prominence of jaggies by surrounding the stairsteps with intermediate shades of gray (for gray-scalingdevices) or color (for color devices). Although this reduces the jagged appearance of the lines, it also makes them fuzzier.
Another method for reducing jaggies is called smoothing, in which the printer changes the size and horizontal alignment of dotsto make curves smoother.
Antialiasing is sometimes called oversampling.
optimize gaming graphics
Anisotropic filtering helps to make sure textures don’t look weird when viewed on surfaces that are closer to parallel with the user’s gaze than perpendicular. The higher the setting, the better textures look when not viewed straighten. It also blends the transition between mipmaps (different texture resolutions are used based on how far a texture is from the user; there’s no need to use a 2K texture on an object that’s so far away that it only fills a few hundred pixels). While it used to be quite expensive, modern GPUs are adept at anisotropic filtering, though dropping it down to 2x may give you a couple of extra fps. We don’t recommend dropping it down to trilinear, as anisotropic looks far bette.
If the objects in a game were like the contours of an object in a sketch, ambient occlusion is like the shading an artist would use to bring out the details. Ambient occlusion helps accentuate the contours of just about every object in the game, to create a better sense of depth. We highly recommend leaving this switched on. The game just doesn’t look
as impressive without it. If you’ve got a dozen extra frames to spend on quality, switching this setting to HBAO+ (Horizon Based Ambient Occlusion) yields even better results. This setting is computationally expensive, though, so we recommend leaving it switched off, unless you’ve got some serious graphics muscle to help kick it up a notch.
Depth of Field
If you’ve never taken a photography course, the idea of depth of field may be a little foreign to you. Don’t worry—it’s an easy enough idea to wrap your head around. Depth of field has to do with the focal plane of a lens. A lens can only focus to a given distance. Depth of field determines how far away objects can be from that plane while staying in focus. A large depth of field means almost everything is in focus (like a landscape photo), while a narrow depth of field makes everything in front of or beyond the plane look blurry (think of a close-up of a flower). This setting determines how much processing is allocated to creating a depth-offield lens effect. For some, it may not matter, because the effect is often subtle. However, the setting does add a little polish to the way the game feels, so we recommend leaving this set to “On,” unless you’re really pressed for frames—and even then, the difference in performance is generally not very big.
The texture quality sets the size of the texture files that your game uses to skin the game models. Simply put, the higher the setting, the larger the resolution of the texture files, and the more graphics memory you need to hold those textures. There’s a lot of processing that goes on with textures as well, so a higher setting also taxes the GPU more. This is a setting that’s often worth experimenting with if you’re not getting smooth performance, as slightly lower than maximum settings still tend to look good. Conversely, if you’re running a high-resolution display, you’ll find yourself wanting the highest-resolution textures—even searching out third-party mods.
Mesh quality affects how models look. The higher the mesh quality, the more details (and polygons) models have. The things you’ll likely notice most are the tesselations and draw distance. We like to keep this setting cranked up to “High” or” Ultra.”
Motion blur helps give the illusion of speed by blurring objects to reflect motion. We like to keep it enabled, but if you’re really trying to eke out a few extra frames, it’s one more effect that’s more like icing on the cake.
Level of Detail
This sounds like a very vague setting, but it’s actually an important one. It controls the number, draw distance, and quality of object meshes in the game. Higher settings require more processing power and memory, while lower settings can create good savings in terms of compute power.
This setting controls how sharp shadows appear in game. The lower the setting, the more “jaggies” you see in shadow effects. We don’t recommend turning it to “Off,” as it often ruins the atmosphere of the game. The difference in performance is generally not very big.
Field of View
The field of view affects, well, the field of view of the screen. If present in the interface (and not hidden away in an INI file somewhere), this option tends to range from 40 up to 109 degrees, and in most games defaults to 55. Unless you’re using an ultra-wide monitor, we generally recommend leaving this alone. However, some players prefer wider fields of view, enabling them to see more of the battlefield. Using a wider field of view does make the player models for the hands and weapons appear skinnier.
Bloom enables the bloom effect when moving from dark to light areas, like that painful contrast between sitting in a dark room and walking out into a bright, sunny day that makes you wonder if you’re part vampire. You can take it or leave it, but it won’t destroy your frame rate to leave it on.
This option should be pretty obvious. If you’re reminded of Michael Bay every time you see a lens flare, feel free to turn this one off. If you like your lenses to refract light when pointed directly at a light source, though, you should leave it turned on. It’s not terribly expensive in most scenes.