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STALKER Anomaly Graphics Guide

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Sep 7th, 2019
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  1. Keep in mind that each of these settings may have a wildly different effect on FPS on your machine, I'm basing this on my own install (gtx1080, i7-4960x, 32gb ram)
  2. - Windows 10 users (works for every game):
  3. Right-click the game's .exe, go to compatibility tab and check "disable fullscreen optimizations" (up to +40 fps)
  4. Go to settings-gaming and disable gamebar and gamedvr (extra 5-10fps)
  5. Open services.exe and disable the four xbox live services (extra 3-5 fps)
  6. [Basic graphics settings]
  7. == Render type ==
  8. + dx8 - static lighting only, no dynamic shadows, few advanced options, best performance
  9. + dx9 basic - dynamic lighting only on certain objects
  10. + dx9 full - dynamic lighting on all objects, static and dynamic
  11. + dx9 enhanced - same as full but with some extra dx10 features
  12. + dx10 - a bunch of extra graphics options, recommended
  13. + dx11 - only one extra graphics option over 10 but with many others not working as intended and missing shaders, not recommended
  14. == Quality settings ==
  15. These are just recommended presets of advanced graphics options
  16. == FOV ==
  17. The game uses vertical FOV and not horizontal (78 in-game FOV roughly translates to 110 horizontal FOV which most other games use)
  18. [Advanced settings (not all of these are available in all dx modes)]
  19. == Vision distance ==
  20. Controls the distance at which stuff renders in the world, affects FPS quite a bit since it also increases the range at which most other graphics options are rendered
  21. == Object detail ==
  22. Controls amount of polygons used to represent objects; lower settings make trees look fugly; doesn't affect fps too much but does use up extra VRAM
  23. == Texture detail ==
  24. Controls resolution of all textures in the game; higher settings have almost no effect on FPS but take up the most VRAM out of any setting and decreases loading times
  25. == Anisotropic filtering ==
  26. Affects sharpness of textures when you're looking at them at an angle; minimal FPS performance even on low-end machines and makes the game look much better
  27. == Anti-aliasing ==
  28. Smooths out edges of objects to get rid of jittering, may have a big FPS hit as it usually does in most games but for whatever reason in Stalker I barely noticed an FPS difference; huge quality difference though
  29. == Grass density ==
  30. Increases amount of grass on the ground; coupled with the next two settings may have a big performance impact
  31. == Grass distance ==
  32. Increases range at which grass is rendered, big performance decrease
  33. == Grass size ==
  34. Biggest performance hit out of any setting for some reason and higher settings make grass unreasonably huge anyway; keep it low for many extra frames
  35. == Sun shadow ==
  36. Turns sun into a dynamic light source, big fps hit
  37. == Grass shadows ==
  38. Makes grass drop shadows; not too much difference with this on and off at the cost of a couple frames
  39. == Actor shadow ==
  40. Makes your character drop shadows in first person; recommended off because the shadow when prone just looks like you're crouching so 0/10 for immersion
  41. == Lighting distance ==
  42. Increases the distance at which light sources are rendered; small fps hit
  43. == Shadow distance ==
  44. Same as above but for shadows, and performance hit is a bit bigger
  45. == NPC flashlights ==
  46. Gives NPCs flashlights at night; small performance hit
  47. == Detail bump ==
  48. Activates bumps on textures, giving them depth; very small performance hit, but does make the game load an additional texture for everything, increasing VRAM usage and loading times
  49. == Steep parallax ==
  50. Improves bump textures by giving them even more depth; I don't think it has any effect without detail bumps on; minimal fps impact
  51. == Sun quality ==
  52. Supposedly improves the quality and color of the sun, but I haven't noticed too much difference; big performance hit though
  53. == Sun rays ==
  54. Turns on visible lightrays/godrays in the air; big fps drop
  55. == Sun shaft main/base intensity ==
  56. Increases the stregnth and color of sunrays, looks unreasonably bright at higher settings; minimal performance impact if you already have sun rays on
  57. == Specular factor ==
  58. Increases the amount of light reflected from surfaces; higher settings make textures look too bright and reflective IMO; almost no performance hit
  59. == SSAO mode ==
  60. Controls the mode at which the game approximates shadows made by small objects in tight spaces such as corners and under furniture; SSAO has the smallest fps hit while HDAO has the biggest out of the three but looks the best; all options can have a very big FPS impact for not that noticeable visual difference
  61. == SSAO quality ==
  62. Controls the quality and depth of shadows made with SSAO
  63. == Soft water ==
  64. Makes water textures blend in with surrounding ground textures smoothly rather than cutting off; I haven't noticed any performance difference but it could affect fps somewhat in Zaton and the swamp
  65. == Soft particles ==
  66. Same as soft water but for fog and smoke, fades them out smoothly near solid objects; no performance difference for me
  67. == Depth of field ==
  68. Makes the world blurry during reloads and is the worst setting to ever exist, no performance difference
  69. == Volumetric light ==
  70. Same as sun rays but for other objects such as flashlights; small performance hit
  71. == Wet surfaces ==
  72. Makes objects look wet during rain and drowns Rostok's bunker; tiny performance hit
  73. == Volumetric smoke ==
  74. Has no effect
  75. == Tessellation ==
  76. Increases mesh quality beyond what the game's models can do; somewhat broken and doesn't work most of the time, and no real visual difference unless you look really closely at things; no performance hit for me
  77. == 60hz ==
  78. Caps the game's engine at 60fps
  79. == Vsync ==
  80. Caps the game's engine at your monitor's refresh rate to remove screen tearing at the cost of input delay; on my pc it makes the game crash upon hitting "apply", but shouldn't have too much performance impact
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