The case of Nvidia DLSS (Deep Learning Super Sampling): It is still a little early to have perspective on DLSS technology, which is found on graphics cards and RTX gaming laptops. Long story short, NVIDIA’s solution processes a lower resolution image in real time to render it 150% larger in size. We can imagine that in a few years the device could be used to allow small GPUs to display clean Full HD from 720p.
Field of View or FOV: A wider field of view allows you to have more detail on the sides and be more precise in aiming at the center. Between a FOV at 55 ° and one at 105 °, the performance gap is around 15%. In the website you can have the best deal.
Impact of FOV on performance
Dynamic Resolution Scaling: A technique for dynamically lowering the game’s rendering resolution as the action heats up, in order to maintain the chosen frame rate of 30 or 60 frames per second. It is generally used to maintain high resolution and improve sharpness. Dynamic resolution scaling can also be used to lower the rendering resolution below your screen resolution, while maintaining readability of the interface and menus.
Dynamic tessellation or automatic LOD:
A technique used to reduce the number of polygons in a model depending on the distance from which it is viewed. Turning it on will reduce computations by reducing the details of distant objects. Activating it or pushing it further allows a slight performance gain.
On the other hand, supersampling makes it possible to calculate an image of higher resolution and reduce it to gain in sharpness. The image is calculated in 4K but displayed in 1080p. Needless to say, it’s beautiful but delicious.
Character details: In some games like Destiny 2 or Gears of War 5, it is possible to reduce the character details. The impact is nonexistent on a recent card, but can save one or two frames on older hardware.
Detail of effect textures:
We often think of explosions or particle effects, but it can also be a superposition of textures like flames in the background. Like other texture settings, the detail of effect textures has little impact on performance.
Manage effects well to save resources
The impact of the effects is more difficult to assess. By definition, they are only used occasionally.
Motion blur effects:
This is one of the most resource-intensive settings. Motion blur is calculated at the end of the process, after all other effects. While it is useful in racing games, it can be annoying in fast games, especially FPS. The impact on performance varies greatly from game to game.
Lens flare and lighting:
It adds halos when the camera is pointed directly at a bright light source. Interesting to give contrast to dark games, it requires few resources (but a little all the same). Some games like Gears of War 4 also use light scattering technologies on certain stages. To be deactivated to avoid framerate drops if your configuration is limited.…