5 graphics settings you need to change in every PC game | Digital Trends

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5 graphics settings you need to change in every PC game | Digital Trends
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Graphics menus are only getting more complex. We rounded up five graphics settings you need to change so you can optimize any PC game, no matter your hardware.

Graphics menus are terrible. There are a few common graphics settings in PC games that explain themselves, but everything else? No one has time to learn about all of that. Drawing from my years of testing PC games, I rounded up the five graphics settings I reach for first to optimize any PC game.

The problem with V-Sync is that it introduces a hair of input lag. It doesn’t matter in most games, but it can make the difference in competitive titles like Counter-Strike: Global Offensive or Rainbow Six Siege. If the input lag is a concern, you can use an adaptive refresh rate monitor with AMD FreeSync or Nvidia G-Sync.

Shadows are demanding because they require your graphics card to render a second scene. I’m talking about dynamic shadows — those being shadows that come from a light source in the game. Baked-in shadows, which are static and not informed by a light in the scene, have very little impact on performance.

Ambient occlusion Ambient occlusion is related to lighting and shadows, but it requires a little more explanation. Essentially, ambient occlusion deals with the shadows that objects cast on each other. A shadow map details the shadows for each object. Ambient occlusion details the shadows for how those objects interact with each other.

Screen-space reflections are less demanding. When there’s a reflective surface, screen-space reflections look at whatever is currently visible on screen and calculate the reflections based on that. The problem is fill-in, where reflective surfaces slowly fill in with reflections as you move the camera.

Ray tracing works by drawing individual rays out of a light source, just like how photons work in real life. Those rays bounce around, cast shadows, spread colors onto other surfaces, generally making a scene look more realistic. It’s great, but you should start with ray tracing off and turn it on only if you have headroom to spare.

Multisample Anti-Aliasing MSAA is what you’ll more commonly find in PC games, and it’s the go-to anti-aliasing option. It works in the same way as SSAA, but it only renders the edges of a scene at a higher resolution. That saves a lot on performance while still providing a similar level of quality as SSAA.

Temporal Anti-Aliasing TAA, or TXAA, works similarly to MSAA. It works on edges by rendering them at a higher resolution. The difference is that TAA takes into account temporal, or time-based, details. In short, it looks to previous frames to better predict how to perform the anti-aliasing in future frames.

AMD’s FidelityFX Super Resolution accomplishes a similar goal but in a very different way. It works by rendering your game at a lower resolution before upscaling it with an established upscaling algorithm. With A.I. and dedicated hardware in the mix, FSR tends to look worse than DLSS. However, it still provides a huge performance gain, and it works with any graphics card.

AMD recently announced Radeon Super Resolution , which should work similarly to NIS. It’s not available yet, but AMD has announced that it’s coming in the first few months of 2022. It’s basically FSR for any game, and it works as long as you have an AMD graphics card.

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