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如题,帮助文档中对每一个视频设置选项都进行了介绍和说明,如下:
WIDTH, HEIGHT
Display resolution.
It is recommended to choose a display resolution with the same aspect ratio as your monitor.
The resolutions allowed may vary depending on which monitor you select.
For monitors with a 16:9 aspect ratio the recommended display resolution is:
1920 x 1080 for systems with 2 GB or more of VRAM.
1280 x 720 for systems with less than 2 GB of VRAM.
or the closest matching 16:9 resolution.
For monitors with a 16:10 aspect ratio the recommended display resolution is:
1920 x 1200 for systems with 2 GB or more of VRAM.
1280 x 800 for systems with less than 2 GB of VRAM.
or the closest matching 16:10 resolution.
REFRESHRATE
Monitor refresh rate. This game was designed for REFRESHRATE=60.
The refresh rates allowed may vary depending on which monitor you select.
For the best experience, please use REFRESHRATE=60, VSYNC=1 and BUFFERCOUNT=3.
Please use lower performance settings if 60 FPS cannot be maintained.
If 60 FPS still cannot be maintained, please use VSYNC=0 and BUFFERCOUNT=1.
BUFFERCOUNT
Number of queued display buffers.
For the best experience, please use REFRESHRATE=60, VSYNC=1 and BUFFERCOUNT=3.
Please use lower performance settings if 60 FPS cannot be maintained.
If 60 FPS still cannot be maintained, please use VSYNC=0 and BUFFERCOUNT=1.
VSYNC
Vertical refresh synchronization control.
VSYNC=0 - Do not synchronize to the REFRESHRATE.
VSYNC=1 - Synchronize frame rate to REFRESHRATE.
VSYNC=2 - Synchronize frame rate to half the REFRESHRATE.
VSYNC=3 or higher - Not recommended.
DYNAMIC_VSYNC
Control for dynamic VSYNC. Only valid when VSYNC=1
DYNAMIC_VSYNC=0 - Always use the specified VSYNC. Recommended for high-end graphics cards.
DYNAMIC_VSYNC=1 - Dynamically switch from VSYNC=1 to VSYNC=2 in non-interactive game cameras. Recommended for systems that run 60 FPS while playing the game, but cannot maintain 60 FPS in non-interactive parts.
LETTERBOX
Aspect ratio control. This game was designed for 16:9 aspect ratio.
LETTERBOX=0 - Assume 16:9 aspect ratio. No aspect ratio correction will be applied.
LETTERBOX=1 - Maintain 16:9 aspect ratio. The remainder of the display will be black.
CURSOR_IDLE_TIME
Number of seconds of mouse idle time before the cursor is hidden.
WINDOWMODE
WINDOWMODE=0 - Full-screen. Recommended for performance.
WINDOWMODE=1 - Windowed.
WINDOWMODE=2 - Full-screen Windowed. Recommended for responsive change of window focus (e.g. "Alt-Tab").
WINDOW_X, WINDOW_Y
Position of window when WINDOWMODE=1.
A window positioned outside the valid region for any monitor will be placed in center of the selected monitor.
MSAA
Hardware accelerated multi-sample anti-aliasing level control.
MSAA=0 or 1 - No multi-sample anti-aliasing. Recommended for low-end graphics cards or systems with less than 1 GB of VRAM.
MSAA=2 - 2 levels of multi-sample anti-aliasing.
MSAA=4 - 4 levels of multi-sample anti-aliasing. Recommended for systems with 1 GB of VRAM or more.
MSAA=8 - 8 levels of multi-sample anti-aliasing. Recommended for high-end graphics cards with 3 GB of VRAM or more.
MSAAQUALITY
Driver specific multi-sample anti-aliasing quality level setting.
The definition of a quality level is up to each hardware vendor to define. No facility is provided to us by Direct3D to help discover this information.
For more info, see "ID3D11Device::CheckMultisampleQualityLevels" http://msdn.microsoft. ... 15;.85%29.aspx
SUPERSAMPLE
Super-sample anti-aliasing levels. Can be combined with MSAA for higher anti-aliasing than provided in hardware.
SUPERSAMPLE=0 or 1 - No super-sample anti-aliasing. Recommended for systems with less than 4 GB of VRAM.
SUPERSAMPLE=2 - Render with double the WIDTH and HEIGHT resolution. Will take 4 times as much VRAM for render buffers!
SUPERSAMPLE=3 - Render with triple the WIDTH and HEIGHT resolution. Will take 9 times as much VRAM for render buffers!
SUPERSAMPLE=4 - Render with quadruple the WIDTH and HEIGHT resolution. Will take 16 times as much VRAM for render buffers!
SUPERSAMPLE=5 or higher - Not recommended. May cause driver crash and/or stalling.
MONITOR
Which display monitor to use. Use MONITOR=0 for the main monitor.
The resolutions allowed may vary depending on which monitor you select.
MAXANISOTROPY
Maximum number of texture anisotropic sampling levels allowed.
MAXANISOTROPY=1 - Recommended for low-end graphics cards.
MAXANISOTROPY=16 - Recommended for high-end and mid-range graphics cards.
TEXTURELOD
Texture resolution detail level control.
Use of high or medium resolution textures may increase load time,
and can cause large stalls when using a setting higher than recommended.
TEXTURELOD=0 - High resolution. Recommended for systems with 3 GB or more of VRAM.
TEXTURELOD=1 - Medium resolution. Recommended for systems with 2 GB or more of VRAM.
TEXTURELOD=2 - Low resolution. Recommended for systems with less than 2 GB of VRAM.
PLAYERLOD
Player mesh resolution detail level and cloth simulation control.
PLAYERLOD=0 - Cloth simulation enabled. Recommended for CPUs with 4 or more cores.
PLAYERLOD=0 - High resolution mesh detail. Recommended for high-end graphics cards.
PLAYERLOD=1 - Medium resolution mesh detail. Recommended for mid-range graphics cards.
PLAYERLOD=2 - Low resolution mesh detail. Recommended for low-end graphics cards.
CROWDLOD
Crowd mesh resolution detail level.
CROWDLOD=0 - High resolution mesh detail. Recommended for high-end graphics cards.
CROWDLOD=1 - Medium resolution mesh detail. Recommended for mid-range graphics cards.
CROWDLOD=2 - Low resolution mesh detail. Recommended for low-end graphics cards.
CROWDLOD=3 - No crowd.
EFFECTLOD
Special effects control.
EFFECTLOD=0 - Disable special effects. Recommended for low-end graphics cards. Shader model 4.0 or higher is required.
EFFECTLOD=1 - Enable special effects. Recommended for high-end and mid-range graphics cards. Shader model 4.1 or higher is required.
SHADERLOD
Shader detail control.
SHADERLOD=0 - High detail shaders. Recommended for high-end and mid-range graphics cards.
SHADERLOD=1 - Low detail shaders. Recommended for low-end graphics cards.
ABOVE_NORMAL_PRIORITY
Process priority control. This can also be set in the windows task manager.
ABOVE_NORMAL_PRIORITY=0 - Normal priority.
ABOVE_NORMAL_PRIORITY=1 - Above normal priority. Recommended for all systems.
ABOVE_NORMAL_PRIORITY=2 - High priority.
D3D_INTERNAL_THREADING_OPTIMIZATIONS
Control for internal D3D driver threading.
D3D_INTERNAL_THREADING_OPTIMIZATIONS=0 - Disallow multi-threaded graphics driver.
D3D_INTERNAL_THREADING_OPTIMIZATIONS=1 - Allow multi-threaded graphics driver. Recommended for all systems.
FAST_TEXTURE_FORMAT_CONVERSION
Texture format conversion control.
For more info, see "Format Conversion Using Direct3D 10.1" http://msdn.microsoft. ... px#Differences
FAST_TEXTURE_FORMAT_CONVERSION=0 - Use CPU for texture transfer after block compression. Recommended for driver stability. May cause stuttering on loading screens. Shader model 4.0 or higher is required.
FAST_TEXTURE_FORMAT_CONVERSION=1 - Use GPU for texture transfer after block compression. This is known to cause driver crash on some older graphics cards. Shader model 4.1 or higher is required.
DYNAMIC_ENVIRONMENT_MAP
Control for dynamic environment maps.
DYNAMIC_ENVIRONMENT_MAP=0 - Disable dynamic environment maps. Recommended for Intel integrated and older GPUs. Shader model 4.0 or higher is required.
DYNAMIC_ENVIRONMENT_MAP=1 - Enable dynamic environment maps. Recommended for newer AMD and NVIDIA GPUs. Shader model 4.1 or higher is required. Has been known to cause artifacts on older graphics cards.
JIT_SHADER_CREATE
Shader creation control
JIT_SHADER_CREATE=0 - Create shaders on file load. May cause stuttering on loading screens.
JIT_SHADER_CREATE=1 - Create shaders on first draw. May improve load time at the cost of in-game stuttering.
ADAPTER
Which graphics adapter to use on systems with more than one graphics card.
Only graphics cards connected to a monitor are recognized.
Google翻译如下:
[color=#ff0000]宽度,高度
[color=#ff0000] 显示分辨率。
[color=#ff0000] 建议选择具有相同的纵横比显示器的显示分辨率。
[color=#ff0000] 允许可根据其不同的分辨率监视您选择。
[color=#ff0000] 对于显示器采用了16:9的宽高比推荐的显示分辨率为:
[color=#ff0000] 1920×1080的有2 GB或更大显存系统。
[color=#ff0000] 1280×720的有小于2GB的显存系统。
[color=#ff0000] 或者最匹配的16:9分辨率。
[color=#ff0000] 对于显示器用16:10的宽高比推荐的显示分辨率为:
[color=#ff0000] 1920×1200的有2 GB或更大显存系统。
[color=#ff0000] 1280×800的有小于2GB的显存系统。
[color=#ff0000] 或最接近的匹配16:10的分辨率。
[color=#ff0000]
[color=#ff0000]刷新率
[color=#ff0000] 显示器的刷新频率。此游戏是专为刷新率=60。
[color=#ff0000] 允许可根据其不同的刷新率显示器选择。
[color=#ff0000] 为获得最佳体验,请刷新率=60,垂直同步=1和BUFFERCOUNT=3。
[color=#ff0000] 请使用较低性能的设置,如果60的FPS不能维持。
[color=#ff0000] 如果60帧仍不能保持,请使用VSYNC= 0和BUFFERCOUNT= 1。
[color=#ff0000]
[color=#ff0000]BUFFERCOUNT
[color=#ff0000] 排队的显示缓冲器的数目。
[color=#ff0000] 为获得最佳体验,请刷新率=60,垂直同步=1和BUFFERCOUNT=3。
[color=#ff0000] 请使用较低性能的设置,如果60的FPS不能维持。
[color=#ff0000] 如果60帧仍不能保持,请使用VSYNC= 0和BUFFERCOUNT= 1。
[color=#ff0000]
[color=#ff0000]垂直同步
[color=#ff0000] 垂直刷新同步控制。
[color=#ff0000] VSYNC=0 - 不同步的刷新率。
[color=#ff0000] 垂直同步=1 - 帧速率同步到刷新率。
[color=#ff0000] VSYNC=2 - 帧速率同步到一半的刷新率。
[color=#ff0000] VSYNC=3或更高版本 - 不推荐。
[color=#ff0000]
[color=#ff0000]DYNAMIC_VSYNC
[color=#ff0000] 控制动态垂直同步。只有有效的,当垂直同步=1
[color=#ff0000] DYNAMIC_VSYNC=0 - 始终使用指定的垂直同步。推荐用于高端显卡。
[color=#ff0000] DYNAMIC_VSYNC=1 - 动态切换,从垂直同步=1 VSYNC=2在非互动游戏摄像头。建议为运行60帧,而玩游戏的系统,但不能保持60 FPS的非交互的部分。
[color=#ff0000]
[color=#ff0000]LETTERBOX
[color=#ff0000] 纵横比控制。此游戏是专为16:9的宽高比。
[color=#ff0000] 遮=0 - 假设16:9的宽高比。没有宽高比校正将被应用。
[color=#ff0000] 遮=1 - 保持16:9的宽高比。该显示器的其余部分为黑色。
[color=#ff0000]
[color=#ff0000]CURSOR_IDLE_TIME
[color=#ff0000] 的鼠标空闲时间秒光标前号码是隐藏的。
[color=#ff0000]
[color=#ff0000]WINDOWMODE
[color=#ff0000] WINDOWMODE=0 - 全屏。出于性能。
[color=#ff0000] WINDOWMODE=1 - 窗。
[color=#ff0000] WINDOWMODE=2 - 全屏窗。推荐用于窗口的焦点(例如“使用Alt-Tab”),响应变化。
[color=#ff0000]
[color=#ff0000]WINDOW_X,WINDOW_Y
[color=#ff0000] 窗口时WINDOWMODE=1的位置。
[color=#ff0000] 位于所述有效区域以外的任何显示器的窗口将被放置在所选择的监视器的中心。
[color=#ff0000]
[color=#ff0000]MSAA
[color=#ff0000] 硬件加速的多重采样抗锯齿级别控制。
[color=#ff0000] MSAA= 0或1 - 无多重采样反锯齿。推荐用于中低端显卡或系统的不足1 GB的显存。
[color=#ff0000] MSAA=2 - 2级多重采样抗锯齿。
[color=#ff0000] MSAA=4 - 4级多重采样抗锯齿。推荐与1 GB显存或更多的系统。
[color=#ff0000] MSAA=8 - 8级多重采样抗锯齿。推荐用于高端图形卡3 GB的显存以上。
[color=#ff0000]
[color=#ff0000]MSAAQUALITY
[color=#ff0000] 驱动特定的多采样抗锯齿质量级别设置。
[color=#ff0000] 的质量水平的定义是由每个硬件供应商来定义。没有工厂提供给我们的Direct3D,以帮助发现此信息。
[color=#ff0000] 欲了解更多信息,请参阅“ID3D11Device:: CheckMultisampleQualityLevels”http://msdn.microsoft. ... 15;.85%29.aspx
[color=#ff0000]
[color=#ff0000]超级采样
[color=#ff0000] 超级采样抗锯齿级别。可与MSAA相结合的更优质反锯齿硬件比提供。
[color=#ff0000] 超级采样=0或1 - 没有超级采样抗锯齿。推荐用于系统小于4 GB显存。
[color=#ff0000] 超级采样=2 - 渲染双WIDTH和HEIGHT分辨率。将于4倍之多显存的渲染缓冲区!
[color=#ff0000] 超级采样=3 - 渲染三重WIDTH和HEIGHT分辨率。将于9倍之多显存的渲染缓冲区!
[color=#ff0000] 超级采样=4 - 渲染与四倍的WIDTH和HEIGHT分辨率。将采取16倍之多显存的渲染缓冲区!
[color=#ff0000] 超级采样=5或更高 - 不推荐。可能会导致驱动器崩溃和/或拖延。
[color=#ff0000]
[color=#ff0000]显示器
[color=#ff0000] 其中显示器使用。用的显示器=0为主要显示器。
[color=#ff0000] 允许可根据其不同的分辨率监视您选择。
[color=#ff0000]
[color=#ff0000]MAXANISOTROPY
[color=#ff0000] 允许的各向异性纹理采样级别的最大数量。
[color=#ff0000] MAXANISOTROPY=1 - 推荐用于中低端显卡。
[color=#ff0000] MAXANISOTROPY=16 - 推荐用于高端和中档显卡。
[color=#ff0000]
[color=#ff0000]TEXTURELOD
[color=#ff0000] 纹理分辨率的细节电平控制。
[color=#ff0000] 使用高或中等分辨率的纹理可能会增加负荷时,
[color=#ff0000] 并且可以使用的设置高于建议时,会引起大排挡。
[color=#ff0000] TEXTURELOD=0 - 高分辨率。推荐与3 GB或更多显存系统。
[color=#ff0000] TEXTURELOD=1 - 中等分辨率。推荐与2 GB或更多显存系统。
[color=#ff0000] TEXTURELOD=2 - 分辨率较低。推荐用于系统小于2 GB显存。
[color=#ff0000]
[color=#ff0000]PLAYERLOD
[color=#ff0000] 玩家网格分辨率的详细程度和布料模拟控制。
[color=#ff0000] PLAYERLOD=0 - 布料模拟功能。推荐的CPU有4个或更多核心。
[color=#ff0000] PLAYERLOD=0 - 高分辨率网格的细节。推荐用于高端显卡。
[color=#ff0000] PLAYERLOD=1 - 中等分辨率的网格细节。推荐用于中档显卡。
[color=#ff0000] PLAYERLOD=2 - 低分辨率网格的细节。推荐用于中低端显卡。
[color=#ff0000]
[color=#ff0000]CROWDLOD
[color=#ff0000] 围观网格分辨率的详细程度。
[color=#ff0000] CROWDLOD=0 - 高分辨率网格的细节。推荐用于高端显卡。
[color=#ff0000] CROWDLOD=1 - 中等分辨率的网格细节。推荐用于中档显卡。
[color=#ff0000] CROWDLOD=2 - 低分辨率网格的细节。推荐用于中低端显卡。
[color=#ff0000] CROWDLOD=3 - 无人群。
[color=#ff0000]
[color=#ff0000]EFFECTLOD
[color=#ff0000] 特殊效果的控制。
[color=#ff0000] EFFECTLOD=0 - 禁用特效。推荐用于中低端显卡。支持Shader Model4.0或更高。
[color=#ff0000] EFFECTLOD=1 - 启用特殊效果。推荐用于高端和中档显卡。支持Shader Model4.1或更高。
[color=#ff0000]
[color=#ff0000]SHADERLOD
[color=#ff0000] 着色器的细节控制。
[color=#ff0000] SHADERLOD=0 - 高细节的着色器。推荐用于高端和中档显卡。
[color=#ff0000] SHADERLOD=1 - 低细节渲染。推荐用于中低端显卡。
[color=#ff0000]
[color=#ff0000]ABOVE_NORMAL_PRIORITY
[color=#ff0000] 处理优先级的控制。这也可以在Windows任务管理器设置。
[color=#ff0000] ABOVE_NORMAL_PRIORITY=0 - 普通优先级。
[color=#ff0000] ABOVE_NORMAL_PRIORITY=1 - 以上普通优先级。推荐用于所有系统。
[color=#ff0000] ABOVE_NORMAL_PRIORITY=2 - 高优先级。
[color=#ff0000]
[color=#ff0000]D3D_INTERNAL_THREADING_OPTIMIZATIONS
[color=#ff0000] 控制内部的D3D驱动程序的线程。
[color=#ff0000] D3D_INTERNAL_THREADING_OPTIMIZATIONS=0 - 不允许多线程的图形驱动程序。
[color=#ff0000] D3D_INTERNAL_THREADING_OPTIMIZATIONS=1 - 允许多线程的图形驱动程序。推荐用于所有系统。
[color=#ff0000]
[color=#ff0000]FAST_TEXTURE_FORMAT_CONVERSION
[color=#ff0000] 纹理格式转换控制。
[color=#ff0000] 欲了解更多信息,请参阅“格式转换使用的Direct3D10.1”http://msdn.microsoft. ... px#Differences
[color=#ff0000] FAST_TEXTURE_FORMAT_CONVERSION=0 - 使用的CPU块压缩后的纹理传输。推荐使用驱动程序的稳定性。可能引起口吃的加载屏幕。支持Shader Model4.0或更高。
[color=#ff0000] FAST_TEXTURE_FORMAT_CONVERSION=1 - 使用GPU进行块压缩后的纹理传输。这是已知会导致驱动程序崩溃在一些比较老的显卡。支持Shader Model4.1或更高。
[color=#ff0000]
[color=#ff0000]DYNAMIC_ENVIRONMENT_MAP
[color=#ff0000] 控制动态环境地图。
[color=#ff0000] DYNAMIC_ENVIRONMENT_MAP=0 - 禁用动态环境地图。推荐使用英特尔集成及以上的GPU。支持Shader Model4.0或更高。
[color=#ff0000] DYNAMIC_ENVIRONMENT_MAP=1 - 启用动态环境地图。推荐用于新的AMD和NVIDIA的GPU。支持Shader Model4.1或更高。已经知道,造成旧的显卡文物。
[color=#ff0000]
[color=#ff0000]JIT_SHADER_CREATE
[color=#ff0000] 着色器生成控制
[color=#ff0000] JIT_SHADER_CREATE=0 - 在创建文件加载着色器。可能引起口吃的加载屏幕。
[color=#ff0000] JIT_SHADER_CREATE=1 - 建立在第一次抽签着色器。可改善负载时在游戏中的口吃的成本。
[color=#ff0000]
[color=#ff0000]适配器
[color=#ff0000] 其中的图形适配器来与一个以上的图形卡上的系统使用。
[color=#ff0000] 连接到监视器只有显示卡的认可。
[color=#ff0000]
VideoSettingsHelp.txt
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