![]() ![]() Options listed in bold are the ones I think you should pay more attention to: But if you're reading the options in the display menu and it feels like they were written by klingons then I can kind of explain what some of them do. If after doing that you end up getting 60fps or close then it means you can start to enable some fancy stuff. I suggest you start by selecting the resolution you want and then setting everything else to either 'off' or 'low'. So which display options should you mess with in order to achieve that? Well, it depends a lot on your own personal preferences. And that is something you can only figure out by trying things out. Usually, your goal is to make the game run as close to 60fps as possible while looking as good as possible. Second, the best settings depend on how many FPS you are willing to sacrifice in order to make Warframe look better. So I ended up writing a short guide that will hopefully help you in some way.įirst of all, don't worry about your internet connection because it doesn't affect your FPS in any way. :-)Īlso, logging into all your akas to disagree with other users on here isnt big or clever, just desperate.I don't know how much you know about this and your question doesn't have a straightforward answer either. Nothing like this has ever been available on console. THIS GTX580/DirectX 11 feature 'TRUE' programmable hardware tesselation- as dedicated 'tesselation shader(hull shader).' as i said, 360 and HD2900/SM4.0 cards advance that concept slightly. It hasnt been used in 360 games since roughly last year, 99.9 percent of 360 games do not employ it.įIXED FUNCTION tesselators have been in PC graphics units since 2001. This type of tesselation is as i said, a sort of reverse LOD.ģ) 360 has fixed function tesselation hardware, with limited programmability. This is the aforementioned ''proprietary mesh tessellation/REDUCTION scheme''Ģ) In the instance of hardware tesselation you are trying to compare this to, its all about generating and adding geometry with a programmable tesselator- NOT swapping meshes and reducing it incrementally as with LOD. They state that their LOD system does what LOD has been doing for years, swapping varying meshes out the further away scenery/characters/whatever gets. Its really the next step to that ultimate goal of photorealistic visuals.ġ) They dont. Now pixel shading and texture fillrate are reaching very high levels, the next focus for games has to be improving the ability of a GPU to render a lot of geometry. Certainly use of it on 360 creates other obstacles to work around, its not as flexible as DX11. No game on 360 had used it either until recently, as its not a magic switch developers can just flip on. Games consoles have not had this hardware ability before 360 came along with its very basic surface tesselator- its absolutely no match to the tesselation ability seen here, a very early feature added to ATI GPUs since the HD2900 series and then included with DX11 spec. Although this has been possible in software, its been far too costly to bother trying it on the scale seen now, nevermind on console. Tesselation is the opposite of sorts to level of detail, where geometry is actually added the closer you get to an object, sort of a reverse LOD. It has been used as a method for many years in games, as a way to save processing power. For many years level of detail is a method where geometry is REDUCED as an object gets further and further away. ![]() Sorry MarkNicholas but you seem to be confusing what is coined as 'LOD' with tesselation here. ProjectVulcan 4584d ago (Edited 4584d ago ) ![]()
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