The Witcher 3's settings feel relatively tame in the face of other
recent releases, but still require demystification. The options are
split into two tabs: Graphics and post-processing. Graphics contains the
core, familiar game settings; post-processing contains filtration FX
that are applied to the output or additionally rendered.
We'll skip the obvious ones and keep this at a top-level for now, but
check back shortly for more information on the game's settings.
NVidia HairWorks: Part of nVidia's GameWorks SDK that's
provided to game developers. HairWorks is entirely built for nVidia
devices and should be disabled for all AMD devices. We disabled this
completely for all testing to eliminate test variance, regardless of
which manufacturers was presently on the bench. HairWorks draws
additional strands of hair and adds a fluidity of motion that assists in
realism. We discuss this more in an older article about the technology,
found here. HairWorks enacts one of the largest hits to performance out of all game settings, even on nVidia hardware.
Number of Background Characters: Pretty simple. This slider
defines a limit on non-essential actors rendered to the screen. We'll
validate this in our next test run, but our current hypothesis is that
this setting impacts non-character actors as well, like some unessential
wildlife.
Terrain Quality: There's no direct mention of tessellation or deformation
of terrain elements, but terrain quality does impact the detail of
hills and other terrain elements. More on this as we continue to dissect
the game.
Water Quality: In our test section, this didn't seem to impact
performance too heavily – other factors had greater hits to FPS that
were more noticeable. When the rendered output is more heavily dominated
by water, framerate will show greater dips from higher water qualities
as defined here.
Grass Density: We learned with GTA V that grass density
actually can have profound impact on game performance. In the case of
the Witcher 3, it's not quite as bad, but still noteworthy. When
immersed in prairies and grassy countrysides, framerate hits can emerge
resultant of higher settings here.
Texture Quality: The resolution of the game's textures. Texture quality contributes to VRAM consumption notably.
Foliage Visibility Range: This setting had somewhat large hits
to performance as it increased. The setting governs view distance of
grass and unessential shrubs / plantlife that juts up from the terrain.
Lowering this means that foliage will "pop" into view as the visibility
threshold is met.
Detail Level: The LOD of objects and game elements. Objects
will lose sharpness, texture (as in grit, not as in actual textures),
and apparent depth as this is decreased.
Bloom: Bloom's been around forever in games. Bloom is a shader
effect that's prevalent when light bleeds into environments; an example
would be light cast through a window or the "shimmering" seen above an
open flame.
Ambient Occlusion: We set this to "SSAO" for all testing.
HBAO+ is an nVidia-enabled AO technology that produces a slight
performance hit to hardware, but is optimized for on nVidia GPUs.
Ambient Occlusion, at a top-level, governs how the light interacts with
reflective surfaces in the game.
Depth of Field: DOF, as in the photography term. Depth of
Field layering produces a “bokeh” (blurred background) effect
surrounding the in-focus object or character.
Chromatic Aberration: Also found in photography. Chromatic
Aberration doesn't necessarily make a lot of real-world sense in the
Witcher, as it is primarily used to describe a camera lens' inability to
bring all EM wavelengths (colors) into focus. This creates a shimmering
glow around objects.
Vignetting: The final photography term in The Witcher 3's
settings. A photographic vignette applies a soft shadow or darkness
around the edges of an image.
Light Shafts: Also known as "God Rays," which are cast down from the sun through gaps in tree coverage or other obstructing items.
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