Posted March 07, 2023
1) Native res. For older games made for 4:3 res, I use the highest that fits on my screen (so 1920x1440 in my case).
2) Disable some terrible post-processing effects. Especially Blur, Depth of Field and any shitty form of AA (FXAA, TAA etc.).
3) Max everything EXCEPT AA (I find I don't really need it at 1440p, 27 inch display, at most something like 2x MSAA) just to see how it performs. If it's about stable 60 FPS or more, I leave it. Although I will usually check how much FPS lowering shadows from ultra to high gives me. If it's a lot, then I might keep the shadows lowered.
4) In FPS games, I might lower some other stuff to get more FPS as FPS is very important in.. well.. FPSes :D
But hopefully, those days are past us. Devs these days should 100% avoid tying anything to framerate due to how wide it can be these days. Anything from 60-360, is available on the market nowadays. If they do, all it tells me is that the main target for the game was consoles.
2) Disable some terrible post-processing effects. Especially Blur, Depth of Field and any shitty form of AA (FXAA, TAA etc.).
3) Max everything EXCEPT AA (I find I don't really need it at 1440p, 27 inch display, at most something like 2x MSAA) just to see how it performs. If it's about stable 60 FPS or more, I leave it. Although I will usually check how much FPS lowering shadows from ultra to high gives me. If it's a lot, then I might keep the shadows lowered.
4) In FPS games, I might lower some other stuff to get more FPS as FPS is very important in.. well.. FPSes :D
StingingVelvet: I've given up the fight against TAA, games don't even look right with it turned off now. They expect the blending TAA does, among other things. I turned TAA off in Read Dead and sudden;y the trees had barely any leaves. Fun fun.
TAA has just become the new FXAA it seems. Shitty blur that completely kills texture quality. In Psychonauts 2 for example, the game looks immensely better with no AA than TAA. StingingVelvet: Yeah there's a lot of older games that break above 60fps. That can make using a 144hz monitor kind of annoying, since you're bouncing back and forth between 140fps and 60fps, which is VERY noticeable. That's why I used to just cap everything at 60 and be done with it.
Hard to resist high framerate now though since I have a PC to run it and more games support it.
Yep. Always sad when I have to go to 60 FPS in NVidia control panel because a system in some game is bound to framerate. Just recently went back to Titan Quest and the physics get sped up past 60 FPS. Everything else is fine, but the physics break a lot of things (ragdolls, projectile speeds etc.). A damn shame because the game is otherwise soooo smooth in 240 FPS. Hard to resist high framerate now though since I have a PC to run it and more games support it.
But hopefully, those days are past us. Devs these days should 100% avoid tying anything to framerate due to how wide it can be these days. Anything from 60-360, is available on the market nowadays. If they do, all it tells me is that the main target for the game was consoles.
Post edited March 07, 2023 by idbeholdME