Azoic's Game-Along | The Witcher 2 (PC) : Graphics Settings Comparison

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Uploaded by on May 19, 2011

Description of settings can be found here. Ultra is customised version based of orginal ultra. Basically turned off Ubersampling and up some stuffs that were a tad lower setting. Also vsync turned off since i didn't notice extreme tearing while playing.

My RIg:
i5 2500 (sandybridge)
GTX 570
4gb Ram

Ultra:
Texture Downscaling: None
Texture Memory Size: Very large
Decals: High Spec
LOD Distance: Far
Shadow Quality: Ultra
Number of Shadowed Lights: Ultra

Bloom: Enabled
Light Shafts: Enabled
Anti-Aliasing: Enabled
Blur Effects: Enabled
DOF - Gameplay: Enabled
Vignette: Enabled
Wet Surfaces Rain Effect: Enabled
SSAO: Enabled
Motion Blur: Enabled
Cinematic DOF: Enabled
DOF - Cutscenes: Enabled

Dangling Objects Limit: Disabled
UberSampling: Disabled
Vertical Sync: Disabled

High:
Texture Downscaling: None
Texture Memory Size: Medium
Decals: High Spec
LOD Distance: Near
Shadow Quality: High
Number of Shadowed Lights: High

Bloom: Enabled
Light Shafts: Enabled
Anti-Aliasing: Enabled
Blur Effects: Enabled
DOF - Gameplay: Enabled
Vignette: Enabled
Wet Surfaces Rain Effect: Enabled
SSAO: Enabled
Motion Blur: Enabled
DOF - Cutscenes: Enabled

Cinematic DOF: Disabled
Dangling Objects Limit: Disabled
UberSampling: Disabled
Vertical Sync: Disabled

Medium:
Texture Downscaling: None
Texture Memory Size: Small
Decals: Medium Spec
LOD Distance: Minimal
Shadow Quality: Medium
Number of Shadowed Lights: Medium

Bloom: Enabled
Anti-Aliasing: Enabled
Blur Effects: Enabled
DOF - Gameplay: Enabled
Vignette: Enabled
Wet Surfaces Rain Effect: Enabled
SSAO: Enabled
DOF - Cutscenes: Enabled

Light Shafts: Disabled
Motion Blur: Disabled
Cinematic DOF: Disabled
Dangling Objects Limit: Disabled
UberSampling: Disabled
Vertical Sync: Disabled

Low:
Texture Downscaling: None
Texture Memory Size: Very small
LOD Distance: Minimal
Shadow Quality: Low
Number of Shadowed Lights: Low

Bloom: Enabled
Vignette: Enabled
DOF - Cutscenes: Enabled

Decals: Disabled
Anti-Aliasing: Disabled
Blur Effects: Disabled
DOF - Gameplay: Disabled
Wet Surfaces Rain Effect: Disabled
SSAO: Disabled
Light Shafts: Disabled
Motion Blur: Disabled
Cinematic DOF: Disabled
Dangling Objects Limit: Disabled
UberSampling: Disabled
Vertical Sync: Disabled

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Uploader Comments (azoic)

  • Ubersampling: high quality rendering mode (If you lag when playing.. turn this off!)

    Vertical sync: helps eliminate "screen tearing" during camera movements and blinking on very quick animations (e.g., bright explosions), but can cause somewhat slower rendering and short input lags.

    Decals: enabling decals like dust or blood on characters can affect CPU performance.

  • Cinematic depth of field: provides movie-like depth of field in cutscenes and dialogue sequences. Extremely detailed but demands significant power. Should only be enabled on machines equipped with top-end graphics cards.

    Depth of field – cutscenes: option only affects cutscenes and dialogue sequences, does not affect gameplay performance.

    Dangling objects limit: limiter for physical animation of character components like Geralt's hair. Disabling this option places greater demands on the CPU.

  • Vignette: aesthetic option that produces a photographic vignette around the game screen. Does not affect performance.

    Rain, Wet surfaces rain effect: modest impact on performance.

    SSAO (Screen Space Ambient Occlusion): lighting effect that is important to the game but unfortunately places significant demands on the GPU.

    Motion blur: blur effect on camera movement, demanding on the GPU.

  • Anti-aliasing: demanding effect that can significantly reduce performance, so it should be disabled on medium and low-end machines.

    Blur effects: special blur and radial blur visual effects that are quite demanding on hardware but used rarely in the game.

    Depth of field – gameplay: subtle visual effect. Option determines appearance of effect only during gameplay sequences and does not affect DoF in cutscenes.

  • Shadow quality: affects graphics performance. Consumes GPU power without affecting CPU performance.

    Number of shadowed lights: set the maximum number of lights that cast shadows. Affects graphics performance. Consumes GPU power without affecting CPU performance.

    LOD distance: distance scale for level of detail on meshes. Lower values improve game performance but result in reduced detail on models.

    Bloom: effect greatly improves quality of game graphics without placing excess demands on GPU.

  • Texture downscaling: higher values result in lower texture quality.

    Texture memory size: sets the amount of graphics card memory allocated to textures. Larger values will decrease the amount of streaming that occurs in game and will make the game run more smoothly, but they can also cause the graphics card to run out of memory and even result in game crashes. Choose a reasonable value based on the amount of memory available on your graphics card.

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All Comments (15)

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  • @AghiliDaMan From what i gather.. decals is the amount of blood, dust on screen.

  • What does decals high spec do?

    Like whats the difference from medium?

  • @dule84 it does! But you lose a lot textures on low settings.. especially little things like pillows etc they have some generic blurred texture instead of the nice details.. but still.. overall scene is lovely.. especially outdoors..

  • damn , this game looks amazing even on low settings D:

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