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KATL 220052Z 06010KT 10SM SCT050 SCT060 14/07 A3026 RMK AO2 SLP245 T01440067

KJAX 220119Z 01013G26KT 6SM BR OVC015 14/12 A3007 RMK AO2 PK WND 01026/0112 RAE09
P0000 T01390122

Este guia deve ajudá-lo a tomar decisões sobre o impacto visual em relação ao
impacto da CPU / GPU no simulador. Observe que as diferenças de hardware podem
resultar em respostas de desempenho diferentes para a mesma configuração, mesmo
assim isso deve ser o suficiente para lhe dar uma ideia geral.

#### Anti Aliasing


* **Recomendado: TAA
* **Na CPU**
* Não observado impactos na CPU.
* **Na GPU**
* Off - 22,7 FPS
* FXAA, DLAA - 22,3 FPS (redução de 1,7%)
* TAA - 21,6 FPS (redução de 5%)

#### Terrain Level Of Detail


* **Recomendado: 100
* **Na CPU**
* 10 - 105 FPS
* 100 - 81 FPS (redução de 30%)
* 200 - 68,5 FPS (redução de 53%)
* **Na GPU**
* 10 - 24,2 FPS
* 100 - 22,1 FPS (redução de 10%)
* 200 - 21,4 FPS (redução de 13%)

#### Terrain Vector Data


* **Recomendado: Ultra
* **Na CPU**
* 10 - 105 FPS
* 100 - 81 FPS (redução de 30%)
* 200 - 68,5 FPS (redução de 53%)
* **Na GPU**
* 10 - 24,2 FPS
* 100 - 22,1 FPS (redução de 10%)
* 200 - 21,4 FPS (redução de 13%)

#### Buildings
* **Recomendado: Medium (low end), Ultra (high end)
* **Na CPU**
* **Low - 64.5 FPS
* **Medium - 61 FPS (redução de 6%)
* **High - 60 FPS (redução de 7,5%)
* **Ultra - 59 FPS (redução de 9%)

* **Na GPU**
* **Low - 24.6 FPS
Medium at 22.7 FPS (8% reduction)
High at 22.4 FPS (10% reduction)
Ultra at 21.4 FPS (15% reduction)

Visual Impact:

Main impact on synthesized buildings.


Low has very barebones buildings.
Medium adds clutter / objects to buildings.
High and Ultra improve the shading on the buildings.
Trees
Low
low
low
1920×1080 3.4 MB
Medium
medium
medium
1920×1080 3.29 MB
High
high
high
1920×1080 3.3 MB
Ultra
ultra
ultra
1920×1080 3.3 MB
Low
Low
Low
1920×1080 3.48 MB
Medium
Medium
Medium
1920×1080 3.59 MB
High
High
High
1920×1080 3.64 MB
Ultra
Ultra
Ultra
1920×1080 3.62 MB
Recommended Setting: Low (low end), Medium (high end)

Performance Impact:

No impact on CPU performance


Low ran at 21.3 FPS
Medium ran at 19.5 FPS (9% reduction)
High ran at 18.5 FPS (15% reduction)
Ultra ran at 18 FPS (18% reduction)

Visual Impact:

Higher settings increase draw distance


Low has higher contrast appearing on the tree textures, and looks flat / billboard
like.
Medium makes the trees look significantly more lush and 3D, and somewhat fixes the
aforementioned contrast issue.
Ultra appears to have slightly higher tree density than Medium.
Grass and Bushes
Off
Off
Off
1920×1080 3.83 MB
Low
Low
Low
1920×1080 3.87 MB
Medium
Medium
Medium
1920×1080 3.87 MB
High
High
High
1920×1080 3.85 MB
Ultra
Ultra
Ultra
1920×1080 3.85 MB
Recommended Setting: High

Performance Impact:

No impact to CPU performance


Off gave 26 FPS,
Low gave 25.3 FPS (3% reduction)
Medium gave 25 FPS (4% reduction)
High gave 24 FPS (8% reduction)
Ultra gave 23 FPS (13% reduction)

Visual Impact:
The density and render distance of the grass changes as the settings increase.

Objects Level of Detail


10
10
10
1920×1080 3.1 MB
100
100
100
1920×1080 3.77 MB
200
200
200
1920×1080 3.1 MB
Recommended Setting: 100*

Performance Impact:

No major impact to GPU performance


Under a CPU bottlenecked scenario,
10 at 79 FPS
100 at 67 FPS (18% reduction)
200 at 65 FPS (21.5% reduction)

Visual Impact:
This controls the render distance of the LODS of various objects in the world, such
as traffic.

Volumetric Clouds
Low
Low
Low
1920×1080 2.64 MB
Medium
Medium
Medium
1920×1080 2.64 MB
High
High
High
1920×1080 2.64 MB
Ultra
Ultra
Ultra
1920×1080 2.64 MB
Recommended Setting: Medium (low end), High (mid range), Ultra (High end)

Performance Impact:
No impact to CPU performance.

Low ran at 22.7 FPS


Medium ran at 21.7 FPS (4.5% reduction)
High ran at 20.5 FPS (11% reduction)
Ultra ran at 18.4 FPS (23% reduction)

Visual Impact:

Mainly affects cloud resolution (presumably noise texture resolution)


Low looks terrible, whereas medium is where I’d start to call it acceptable. High
and Ultra is where the clouds in this sim really shine.

Texture Resolution
Low
Low
Low
1920×1080 2.99 MB
Ultra
Ultra
Ultra
1920×1080 3.19 MB
Recommended Setting: Ultra*

Performance Impact:
Setting had no impact to CPU or GPU performance.

6606 MB of VRAM was used when on low.


7192 MB of VRAM was used when on ultra.

If you run out VRAM on your GPU, consider lowering this setting.

Visual Impact:

Textures on low are generally blurry and pixelated.


Textures on ultra more crisp
Anisotropic Filtering
Off
Off
Off
1920×1080 2.23 MB
4x
4x
4x
1920×1080 2.25 MB
16x
16x
16x
1920×1080 2.61 MB
Recommended Setting: 16x*

Performance Impact:
No impact to CPU performance

Off gave 23.7 FPS


4x gave 23.3 FPS (2% reduction)
16x gave 21.9 FPS (8% reduction)

Performance impact will lessen with higher GPU memory bandwidth.

Visual Impact:

Removes some of the texture blur caused by mipmapping.


Provides noticeable increases to quality up to 16x
Texture Supersampling
AF 16x
Off
Off
Off
1920×1080 2.32 MB
8x8
8by8
8by8
1920×1080 2.6 MB
AF Off
Off
Off
Off
1920×1080 2.23 MB
2x2
2by2
2by2
1920×1080 2.24 MB
4x4
4by4
4by4
1920×1080 2.22 MB
8x8
8by8
8by8
1920×1080 2.25 MB
Recommended Setting: 4x4

Performance Impact:
No impact on CPU performance.
No impact on VRAM usage.

Off gave 22.3 FPS


2x2 gave 22.2 FPS (0.05% reduction)
4x4 gave 22 FPS (1% reduction)
8x8 gave 21.4 FPS (4% reduction)

Visual Impact:
Almost impossible to distinguish with AF 16x, main difference with AF off
Can result in blurry distant textures when on a lower settings
Ground textures at a distance become sharper / clearer / smoother as setting
increases

Texture Synthesis
Screenshots to be taken…

Recommended Setting: Ultra

Performance Impact:
No impact on GPU performance.

Under a CPU bottlenecked scenario,


Low gave 40 FPS
Ultra gave 38 FPS (5% reduction)

Water Waves
Low
Low
Low
1920×1080 2.77 MB
Medium
Medium
Medium
1920×1080 3.03 MB
High
High
High
1920×1080 3.36 MB
Recommended Setting: Medium

Performance Impact:
No impact to CPU performance.

Low gave 25.4 FPS


Medium gave 24.3 FPS (4.5% reduction)
High gave 23.5 FPS (8% reduction)

Visual Impact:

Low is lower detail but does not look out of place.


Medium and High look identical, with higher fidelity waves.
Shadow Maps
768
768
768
1920×1080 3.86 MB
1024
1024
1024
1920×1080 3.86 MB
1536
1536
1536
1920×1080 3.86 MB
2048
2048
2048
1920×1080 3.86 MB
Recommended Setting: 1536

Performance Impact:
No impact to CPU performance

768 and 1024 gave 25.5 FPS.


1536 gave 25.1 FPS (1.5% reduction)
2048 gave 24.8 FPS (3% reduction).

Visual Impact:

Shadows get crisper the higher resolution they are set to


Terrain Shadows
Off
Off
Off
1920×1080 3.85 MB
128
128
128
1920×1080 3.86 MB
256
256
256
1920×1080 3.86 MB
512
512
512
1920×1080 3.86 MB
1024
1024
1024
1920×1080 3.85 MB
2048
2048
2048
1920×1080 3.85 MB
Recommended Setting: 512

Performance Impact:
No impact on CPU performance.

Off gave 32 FPS


128 gave 31.3 FPS (2% reduction)
256 gave 31.2 FPS (2.5% reduction)
512 gave 30.9 FPS (3.5% reduction)
1024 gave 29.7 FPS (8% reduction)
2048 gave 27.2 FPS (17.5% reduction)

Visual Impact:
The screenshots were taken at very similar time of day.

The shadow sharpness and therefore accuracy increases as the setting increases.
Contact Shadows
Off
Off
Off
1920×1080 3.87 MB
Low
Low
Low
1920×1080 3.98 MB
Medium
Medium
Medium
1920×1080 4 MB
High
High
High
1920×1080 3.97 MB
Ultra
Ultra
Ultra
1920×1080 3.97 MB
Recommended Setting: Ultra

Performance Impact:

Off gave 27.4 FPS.


Low, Medium, High, Ultra gave 26.6 FPS (3% reduction)

Visual Impact:

Trees and grass are get SSRT shadowing when enabled


There seems to be less noise at higher settings.
Windshield Effects
Low
Low
Low
1920×1080 2.84 MB
Medium
Medium
Medium
1920×1080 2.8 MB
High
High
High
1920×1080 2.79 MB
Ultra
Ultra
Ultra
1920×1080 2.86 MB
Recommended Setting: High

Performance Impact:
No impact on CPU performance.

Low gave 22.5 FPS


Medium and High, gave 21.4 FPS (5% reduction)
Ultra gave 20.5 FPS (10% reduction) with a noticeable increase to quality.

Visual Impact:
Raindrops become more dense and smaller at higher settings.
Low seemingly renders no raindrops on windshield.
Ultra adds SSRT reflections to windshield.
Ambient Occlusion
Off
Off
Off
1920×1080 3.3 MB
Low
Low
Low
1920×1080 3.3 MB
Medium
Medium
Medium
1920×1080 3.29 MB
High
High
High
1920×1080 3.29 MB
Ultra
Ultra
Ultra
1920×1080 3.28 MB
Off
Off
Off
1920×1080 3.54 MB
Low
Low
Low
1920×1080 3.54 MB
Medium
Medium
Medium
1920×1080 3.54 MB
High
High
High
1920×1080 3.54 MB
Ultra
Ultra
Ultra
1920×1080 3.53 MB
Recommended Setting: High

Performance Impact:
No impact on CPU performance.

Off gave 27 FPS


Low gave 26 FPS (4% reduction)
Medium gave 25.5 FPS (6% reduction)
High gave 25.2 FPS (7% reduction)
Ultra gave 22 FPS (23% reduction)

Visual Impact:

No ambient occlusion is present at off setting.


Resolution increases at higher settings.
The amount of ambient occlusion increases at higher settings.
Ghosting / Artifacting may be present without TAA.
Ghosting / Artifacts more severe on lower settings.
Reflections
Off
Off
Off
1920×1080 3.78 MB
Low
Low
Low
1920×1080 3.91 MB
Medium
Medium
Medium
1920×1080 3.9 MB
High
High
High
1920×1080 3.88 MB
Ultra
Ultra
Ultra
1920×1080 3.86 MB
Off
Off
Off
1920×1080 3.97 MB
Low
Low
Low
1920×1080 3.98 MB
Medium
Medium
Medium
1920×1080 3.97 MB
High
High
High
1920×1080 3.97 MB
Ultra
Ultra
Ultra
1920×1080 3.98 MB
Recommended Setting: Ultra

Performance Impact:
No impact to CPU performance

Off gave 23.4 FPS


Low gave 22.7 FPS (3% reduction)
Medium gave 22.5 FPS (4% reduction)
High gave 22 FPS (6% reduction)
Ultra gave 21.6 FPS (8% reduction)

Visual Impact:

No screen-space reflections are visible when setting is turned off.


Reflections artifact at lower settings.
Resolution increases with higher settings.
Maximum reflection length also increases with higher settings.
Reflection resolution / quality scales with rendering resolution.
Light Shafts
Off
Off
Off
1920×1080 1.72 MB
Low
Low
Low
1920×1080 1.68 MB
Ultra
Ultra
Ultra
1920×1080 1.69 MB
Recommended Setting: Ultra

Performance Impact:
No impact to CPU performance

Off gave 22.5 FPS


Low and Ultra gave 21 FPS (7% reduction)

Visual Impact:

No light rays when turned off.


Seemingly an on-off switch,
– No difference between low and ultra
– This could mean that increasing the setting could have minor effects, such as
increasing the max number of light shafts on screen,
Bloom
Off
Off
Off
1920×1080 2.76 MB
On
On
On
1920×1080 2.64 MB
Recommended Setting: On

Performance Impact:
Off gave 20.7 FPS
On gave 20.5 FPS (1% reduction)

Visual Impact:

Adds a “blur / distortion” effect to exceptionally bright areas


– Usually employed when bright areas cannot be displayed in a monitors color
display range.
Depth of Field
Off
Off
Off
1920×1080 418 KB
Low
Low
Low
1920×1080 361 KB
Medium
Medium
Medium
1920×1080 349 KB
High
High
High
1920×1080 326 KB
Ultra
Ultra
Ultra
1920×1080 309 KB
Recommended Setting: Ultra

Performance Impact:

No impact on CPU performance.

Off gave 20.5 FPS


Low, Medium, High, Ultra gave 20.3 FPS (1% reduction)

Visual Impact:

Depth of field seems to only be visible in drone camera and in main menu hangar
Depth of field is not present when setting is off.
Increasing the setting seems to increase the “intensity” of the DOF (dkm, I’m not a
camera nerd)
Motion Blur
No visual demonstration can be provided due to difficulties with video compression

Recommended Setting: User Preference

Performance Impact:

No effect on CPU performance

Off gave an average of 22.85 FPS


Ultra gave an average of 22.6 FPS (1% reduction).

Visual Impact:
Intensity of motion blur increases at higher setting

Lens Correction
Off
Off
Off
1920×1080 212 KB
On
On
On
1920×1080 195 KB
Recommended Setting: User Preference

Performance Impact:
No visible impact to CPU or GPU performance.

Visual Impact:
Removes fisheye distortion caused by high camera FOV in certain situations.
Lens Flare
Off
Off
Off
1920×1080 2.13 MB
On
On
On
1920×1080 2.13 MB
Recommended Setting: On

Performance Impact:

No visible impact to CPU or GPU performance


Visual Impact:

Simulates a camera lens artifact when looking at bright objects such as the sun.
Traffic
AI Airliners Traffic Density
Ex.
airliner example
airliner example
1920×1080 212 KB
Recommended Setting: 50

Performance Impact:
This setting mainly impacts CPU performance as it is increased. Likely a higher GPU
performance hit at night.

Under a CPU bottlenecked scenario,


0 at 42 FPS
25 at 42 FPS
50 at 42 FPS
75 at 41 FPS (2% reduction)
100 at 40 FPS (5% reduction)

Visual Impact:
Increasing this setting increases the amount of AI-controlled airliners in
airspace.

Screenshots include liveries from Liveries Mega Pack addon

Airport Vehicle Density


100
100
100
1920×1080 373 KB
75
75
75
1920×1080 372 KB
50
50
50
1920×1080 372 KB
25
25
25
1920×1080 371 KB
0
0
0
1920×1080 369 KB
Recommended Setting: 50

Performance Impact:
This setting mainly impacts CPU performance as it is increased. Likely a higher GPU
performance hit at night.

Under a CPU bottlenecked scenario,


0 at 42 FPS
25 at 41 FPS (2% reduction)
50 at 40 FPS (5% reduction)
75 at 40 FPS (5% reduction)
100 at 40 FPS (5% reduction)

Visual Impact:
Increasing this setting increases the amount of airport vehicles on the ground.

Screenshots include liveries from Liveries Mega Pack addon

Ground Aircraft Density


100
100
100
1920×1080 400 KB
75
75
75
1920×1080 400 KB
50
50
50
1920×1080 395 KB
25
25
25
1920×1080 385 KB
0
0
0
1920×1080 382 KB
Recommended Setting: 50

Performance Impact:
This setting impacts both the CPU and GPU performance as it is increased. Likely a
higher GPU performance hit at night.

Under a CPU bottlenecked scenario,


0 at 37 FPS
25 at 36 FPS (3% reduction)
50 at 32 FPS (11% reduction)
75 at 31 FPS (16% reduction)
100 at 30 FPS (19% reduction)

Under a GPU bottlenecked scenario,


0 at 24 FPS
25 at 23 FPS (4% reduction)
50 at 23 FPS (4% reduction)
75 at 23 FPS (4% reduction)
100 at 22 FPS (8% reduction)

Visual Impact:
Increasing this setting increases the amount of airport vehicles on the ground.

Screenshots include liveries from Liveries Mega Pack addon

Wishlist to Asobo:

Comparison images between Low and Ultra built directly into the sim (see Ghost
Recon Wildlands, Watch Dogs 2)
More descriptive advanced settings
Ability to adjust post process shaders currently applied in the sim (such as
sharpening, eye adaptation, bloom strength, film grain. Currently only possible by
editing configuration files.)
Loose tips on potential CPU / GPU impact on performance (see Forza Horizon 4).
Faster / Smoother SSR accumulation - Dev Snapshot, In Progress
Made possible by help from:
@OddSobriquet - Thread Formatting
@DeferredGull247 - Light Rays implementation
@nxtherLOL - Quality Assurance

and Forum Mod Team :slight_smile:


If you want to buy me a coffee, feel free to PM!

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Aug '20
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PINNED AUG 18, '20

TheOriginalBabu
Local Guide

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Aug '20
Reserved Post.

19
Pieter1982NL
Forum Moderator Team
Aug '20
Discussion thread here 3.5k

2 MONTHS LATER

TheOriginalBabu
Local Guide

2
Oct '20
Thread Changelog:

10/28/2020

Updated for new TAA (new benchmarks + screenshots)


Tested newly introduced “Motion Blur” setting from update 5
Retested “Lens Correction” + “Depth of Field”
1/08/2021

Updated wishlist
Added description to terrain vector data
Added forewarning to different hardware behaviour
3/16/2021

Added AI traffic benchmarks


Updated wishlist
Note that hardware has slightly changed over time, sim + cache now installed on
NVME SSD and community folder on SATA SSD, Nvidia drivers updated to 461.72
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