GAME GRAPHICS SETTINGS EXPLAINED

If you're a newcomer to PC gaming, then you've probably been baffled by all the graphics options that games let you change. Some bring drastic changes to the outlook with a high price of FPS while others, you can live without. So, what do those options mean?
Resolution:
Resolution is the number of pixels that form an entire image. Each pixel represents a tiny portion of an image. So, more pixels = better details.
Refresh Rate, FPS and Response Time:
Refresh Rate is the number of times your computer is refreshing the screen or to be more specific, the images on it.
FPS is the number frames you are seeing within a second—each frame being a still image.
Response Time is the time taken between your action through an input device and the computer's reaction shown on the screen
Refresh Rate and FPS need to play along together. If your frames per second is more than the refresh rate then an effect called “tearing” occurs- where two parts of the image seems to be displaced by small proportions.
V-Sync:
Enabling V-Sync, creates a connection between your fps and refresh rate, making them bond smoothly. Thus solving the issue of screen tearing. What really happens is that without v-sync your GPU will work as fast as it can and will send more frames than your monitor can handle, ultimately resulting in “tearing”. V-Sync tells your GPU to wait for your monitor to be ready before sending in a new frame.
Triple Buffering:
Buffering basically refers to the delay between each frame. Double buffering indicates two allocated portions that exist on your graphics card, respectively known as the Primary Buffer and the Secondary Buffer. While a particular frame is being sent by the Primary Buffer, the Secondary Buffer gets the next frame ready. This ensures that stuttering and what might seem like frame drops, don't occur.
Now here's the catch, with V-Sync enabled neither one of the two buffers can work before the monitor gives the go-signal. The most amazing solution to this is to create a third buffer known as the Tertiary Buffer. So while the two buffers are bound by V-Sync, the third buffer works as a storage for the next frame ready to throw it at the monitor's face.
Anti-Aliasing:
Anti-Aliasing or AA is the solution to jagged edges. Every image we see is actually a pixelated version of the original 3D one. At low-res with lower number of pixels the curves and edges appear to be jagged and rough. AA is used solve this problem.
Texture Quality and Anisotropic Filtering:
Textures in games are additional filters that make an object or an image look more realistic by adding effects, shades, natural designs that would exist in real-life. Anisotropic Filtering or AF deals with texture quality of objects or scenarios seen at an angle or from a distance. This option blends textures together making them appear sharp and crisp.
View Distance and Field Of View:
View Distance determines from how far you can see distant objects in the horizon. When turned low, things far from you only appear after you've reached a certain point.
Field of View is how much peripheral vision you can use. Having a high FOV means your character can see more through the sides of his eyes.
These are the bare bones of what you need to know when it comes to tinkering with your graphics settings. If you want to go in even further, we'll deliver soon.
Comments