If you need to find out what they mean, refer to the definitions in this feature. Often, games will default to a certain configuration.
Since you're reading this, odds are that the configuration isn't working too well for you. First, find out what might be causing your game to run sluggishly. Does the game get slow only when you fire a weapon? Look for the Dynamic Lightin g option and turn it off. Dynamic lighting typically comes into play when a weap on is fired or when a source of light is somehow activated. Does the game run smoothly until you turn a corner? Look for the Texture Quality option.
Typically, a game will load all the textures needed for the scene you f ind yourself in. If you enter an area requiring new textures, the game will have to send those to your video card, causing choppiness in gameplay. Lowering the overall quality of the texture will reduce the amount of necessary data and cut down on stalls. Does the game run poorly overall? If so, your computer may be trying to do too m uch.
Give it a break by lowering a few options. If possible, begin by lowering t he Color Depth option to its minimum. Even though bit color may not look as g ood as bit color, the performance increase you get will make it worthwhile. If the game is still sluggish, consider lowering or even turning off filtering. Trilinear filtering helps make games look their best, but it asks a lot from a m achine. Dropping down to bilinear filtering, or, if the game offers the option, turning off filtering altogether, will result in a big performance gain at the c ost of image quality.
Finally, consider lowering your pixel resolution. Resolution is a major factor i n determining how a game will look, and the higher the resolution the better the result will be.
One word of warning about resolution: lowering the resolution t o anything below by pixels will result in your game looking pretty bad. Overall, resolution will have one of the biggest effects on how your game looks and plays.
Try to leave it at a minimum of by and play around with other options first. Many games offer other graphical options as well. Have a look at your graphic co nfiguration screen. Use the definitions in this guide to help you decipher the l ingo and figure out exactly how to make your games look as good as they can whil e moving at a playable frame rate. Open navigation menu. Close suggestions Search Search. User Settings. Skip carousel. Carousel Previous. Carousel Next. What is Scribd?
Uploaded by Subhodeep Sadhukhan. Did you find this document useful? Is this content inappropriate? Report this Document. Flag for inappropriate content. Download now. Related titles. Carousel Previous Carousel Next. Jump to Page. Search inside document. Bump Mapping Bump mapping is a trick that attempts to give a texture roughness or smoothness. Colored Lighting Colored lighting is just what it sounds like: colored light.
Dynamic Lighting Dynamic lighting is the ability of a game to change the way an environment looks based on light sources. Environment Mapping Environment mapping is a technique used to alter a particular texture based on t he environment around it. Frame-Rate Locking When a computer gets bogged down in complex tasks, the frame rate in any game wi ll suffer. MIP Mapping Multi-image pyramid MIP mapping is a clever technique used by developers to sa ve on memory and ensure a much more enjoyable game.
Motion Blur Think for a moment about a movie. Projected Textures Projected textures help create a much more realistic environment in a game.
Shading Shading helps define an object and give it greater depth, allowing for a more re alistic look. Software Rendering Software rendering is the good old-fashioned way of creating a 3D image on your screen. Texture Filtering Texture filtering is a technique used to smooth the overall look of a texture; w ithout filtering, each pixel within a texture would stand out clearly, and low-r esolution textures might look blocky.
Volumetric Fogging and Lighting Volumetric fog is a technique with many applications. Rocking Ridz. Jake Morgan. Munadzam Pee Nutt. Opik Rozikin.
Puja Kumari. Eri Putra Pelaut. Lauren Sydney Tablizo. More From Subhodeep Sadhukhan. Juanjo Fernandez Imaz. Rahul Agarwal. Mad Salia. Popular in Business. Din Dayal. Dabeng Buntung. Sandeep Goud Chatla. Rafael Furquim. Krishna Dahal. Professor Challenges Charges of Academic Dishonesty. Andrew Flohr-Spence. Vitthal P Patil. Said Squ. Anonymous SAxdsfVN9. Chapter 2 Analysis of Financial Statement - Copy. Suman Chaudhary. Abhijeet Jha. Regardless of what the big CPU manufacturers will have you believe, there is no way that CPUs can handle all of the calculations and manipulation that goes into the 3D rendering process for a game.
This is where the idea of hardware transforming and lighting comes into play. The transforming and lighting stages of 3D rendering are two very time consuming and thus CPU intensive stages. Even the fastest desktop CPUs are not capable of driving the amount of polygons necessary to create a realistic environment at a reasonable frame rate and neither are the fastest desktop graphics cards. It got rid of the problem but unfortunately the game runs so slow that its near impossible to play.
I guess I will just have to stick to classic computer games until I upgrade to a new laptop :. Per page: 15 30 Date Posted: 7 Dec, pm. Posts: Start a New Discussion. Discussions Rules and Guidelines. Note: This is ONLY to be used to report spam, advertising, and problematic harassment, fighting, or rude posts.
All rights reserved. All trademarks are property of their respective owners in the US and other countries. Guess I will just have to take back my game.
Thanks for your help. It may be a video standard that can be supported by all cards. You should do some more research on www. It may simply be a matter of getting the latest drivers from www. Post Reply. Top Contributor. Dell Support Resources. Latest Solutions.
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