I mean ure right, most underated channels are so helpful and those editors/gamers works really hard to achieve their goal, but those people who are already famous they are just careless and lazy on making videos because they are already famous and they already got their goals. lol i think im right. anyways thanks WildcasterTV for explaining about BEST SETTINGS Benchmark.
By the way having texture on medium is important because some textures can’t be shown on low so medium+ is a must for agents like sova where you might find yourself having obscure lineups on specific spots
@@enpowrs theres one line up on ascent where u need medium because if you are on low it doesnt show the specific texture needed for the lineup, same goes for other maps
@Valorant bro There are a lot of lineups that require things changing it to lower would remove, but if you don't play an agent you need lineups for (viper, brim, sova, etc) it doesn't matter
guys keep in mind texture quality mainly consumes VRAM on your gpu, so you should set it accordingly, if your gpu has 4gb of vram, i would recommend low, 6gb? medium, 8gb or more should be set to high since you wont notice any performance difference. This is why there is no performance difference in this test, because the gpu used most likely has more then enough vram for high texture quality.
@@ljfdrummer100 This is correct. All tests are performed without vram or cpu bottlenecks - as the results would be useless otherwise. Everyone should avoid vram bottlenecks at any cost if possible.
One thing I would like to add :) about UI quality, notice Omen's ult and your mini map burns with black flames ? Setting it to high makes it look like a cool black flame ( like Itachi Uhicha's Amaterasu if you know what i mean XD ) while setting it to low makes it look like a solid, a flat-washed grayish back color with no texture of flames. Doesnt really affect the game/fps
So, correction. With improved clarity there is a difference, however it's more noticeable on lower end pc's. It essentially adds a grainy filter or texture to the scene to add more noticeable clarity on lower resolutions. I play on 720p to maximize my fps because I have a lower end PC for the time. And It definitely add's a lot of difference.
There is an update video dedicated to Improve Clarity: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-hRmZxte1rRY.html A lower/higher end PC won't affect the visual difference of Improve Clarity. It's likely the higher contrast-like effect of Improve Clarity is more noticeable on a non-native resolution.
the CG artist in me rages at the explanations and pronounciation of vignette and tex details, but im glad you ran benchmarks and we can learn about good play settings. good work!
8:00 the white fan unit actually seems sharper - the white is more white and the black seems more crisp/ contrasted. I suppose it's a very subtle contrast effect?
You're right. (I added the correction in the description section) Improve Clarity does up the contrast on everything in-game. Depending on your monitor and colors it might be more or less apparent. Also certain nvidia settings or programs such as Flux will override it as well. Overall the difference is quite hard to notice. In summary it's true that there is actually a visual effect but still not worth losing some performance for.
you do not know how much you helped me I wish this channel gets more subs tbh he actually deserves it since he puts more effort in his videos than the others
Might be because I’m a trained artist, but I do see a slight improvement in clarity with the improve clarity option from your video. The shadows are slightly darker and bright parts are slightly more textured. It’s definitely negligible unless you look carefully though
@@Kassadin. descriptions actually often don't mean shit thats why I wouldn't listen to them. Video game devs are often dumber than people think. Most reliable way to tell what a setting does is via image comparisons. I know that for this setting specifically that is true at least.
Another consideration is the detail settings effect on smoke particle effects. Having high or medium details gives some smokes (most notably viper wall) much less visibility if seen from the side.
By the way, Low UI disables the animated main menu screen. Anisotropic filtering also makes textures viewed at an angle look much better. In your exact example (6:51), you can see between 1x and 16x the tiles on the ground after a certain distance go from completely blurred to much more detailed. It's not very visible in the Training Range but in game it's a huge difference for virtually no drop in FPS
True. I've added corrections like this to the video description. I decided to show the weapons skin instead of the ground because I figured people would care more about the skins they pay for rather then the ground which is much less noticeable. Essentially I wanted to keep the video short. I should've included a scene of each though.
Note: When you have med-high Material Quality, the breakable glass in A Garden at Ascent is translucent compared to transparent when the setting is Low
Updated this again after testing this myself. My results seem to differ from OP. Its more noticeable when you look from the garden side: HIGH is very hard to see, MED is completely transparent, LOW is slightly opaque. imgur.com/T1vmvIy
Thank you best video so far . you analyzed everything and I am commenting after 2 years of you posting it but it still tremensely helped me better than any other video today
Little correction over Anisotropic filtering section, look at the floor tiles, u'll get the difference. What it does is, it filters the texture over ur game by the distance u actually want to set i.e, 2x, 4x, 8x, 16x. You're welcome..:)
I mentioned it in the video description. I chose to show the effect on the weapon skins since people actually pay money for them and would likely care more about the weapon detail than floor details at long distances. Wish I had included a clip of the floor as well though.
Distortion only applies to sniper copes. On the outlier of the scope it warps the vision a bit. It hurts more than it helps in case you see an enemy at the very edge of it so it's better off anyway
It's actually now HIGHLY recommended to use Low Detail Quality because it removes the smoke effect at the bottom of Viper's wall ability makin it way easier to see around.
@@Uub27 the game isn't broken but it's still new and not completely polished. I get stutters and huge drops (sometimes) when I shouldn't. Overall it runs great and is very acceptable as a new game.
Lovely video man , very well done and great that i took time to explain the options , while it might seem weird most of the ppl have no clue for most of them.
I wish I had tested with Sova specifically. At the time of the video I wasn't aware. I could do either an update video for Sova, or add the info to the description.
The for settings with 2x 4x 8x and so on. It only changes if you set it to application controlled on nvidia control panel and it makes a huge difference. Sovereign ghost on 1x is disgusting but on 4x its clean
Something to be noted about "Bloom" It creates glow around light sources and hence the vandal in this video was seen to be softer Now this might sound like a disadvantage, but actually certain objects like Sova darts more clearly seen from a distance due to Bloom's glow effect Still, I'm no expert, so take my tip only if u think its gonna be helpful
To be honest, I am playing valorant for almost a year with a low-end pc, and I've searched a lot of videos, but after seeing this one it change my gaming experience completely and boosted my valorant performance. thanks for your effort
High textures can cause two different bottlenecks. Using high texture increases the amount of bandwidth required to stream those textures. In many games using "Ultra" or "Very High" textures can and often does hit a video ram streaming bandwidth bottleneck which can happen before a VRAM usage bottleneck is reached. This is actually quite common. For example in Warzone using an rtx 3080 will not have an fps difference on low/med/high textures but on very high fps will often drop in highly detailed areas. This happens when using less than 9GB vram on such a 10GB 3080. This bandwidth bottleneck scenario is common on old and new new cards in many games when file size textures are used.
@@ALBUPerformance well, that's facts, but with valorant's case it's not. You can't even call the game graphically intense/high detailed, so it's safe to say the texture resolution doesn't matter as much here
@@koshkamatew I'm actually planning on remaking the Valorant video in more detail since it's been a while. However, I just rewatched my vid and it seems my results were no texture difference for the Texture Quality setting. Basically the setting is disabled. You can confirm this by changing the Texture setting and noticing the VRAM doesn't actually change. I just logged in to verify this is still the case just now, and the VRAM on Ascent didn't change when changing the setting.
One thing you didn't mention is the game/render latency On my PC, I noticed turning my settings to High (material,texture,detail and ui) made my latency higher even tho It didn't affect my FPS that much, and that's an important factor also as input lag is certainly annoying
@@Dos-mv4nv It's meant to improve performance for games when running in full screen mode by giving them priority access to resources. Sounds great in theory, except in reality a lot of games seem to run better with the fullscreen optimizations feature disabled.
I think Improved Clarity and Bloom settings also affects enemy players visibility, so it should be considered and tested properly. Nonetheless thank you for a such detailed video.
Your video is very helpful as not many people would go this far and change make guesses on their opinion but you actually put effort and did the evidence everyone needed to know best setting for people
Lol yep. Here's the thing tho. The higher the FPS the lower your input delay - and that remains true even if your FPS is 500. I dare to say I noticed the difference between 300FPS and 600FPS in Heroes of Hammerwatch - it actually feels instantaneous.
*The Borderless Windowed mode has a much bigger drawback than just a small FPS hit.* Windows forces a form of VSync upon windowed applications. In Windowed Borderless mode the image would very often be lagging 1 whole frame behind. On Win 7 this can be turned off through Compatibility tab ("Disable desktop composition" option), but on newer ones you're out of luck.
why do I feel like I am the only one who has an option that says "[BETA] Experimental Sharpening"? I never see it in anyone else's video and I never played the beta so It would be cool if this could also be benchmarked if possible because I never can tell if it makes anything better or not. Also a little context, for me the option is in between "Improve Clarity" and "Bloom" as seen in the video.
Hi McDoubletap. I've made a quick video to cover just this one setting thoroughly. Enjoy: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-c1PNiWmJ59w.html
@@ALBUPerformance yeah I saw that video later that day, thanks anyway. (still would be cool if we could get benchmarks) But something I have found interesting is that for some reason in my testing and when I play, it feels like being in fullscreen windows gives better response time. Idk if it's due to just being in my game/my hardware OR maybe it has something to due to in the timings of ping with the timings of the frames. (steps to reproduce is to go into the range and click heads, listen for the sound of the kill in correlation to when you shoot) I would like to get a comprehensive answer for this if possible.
@@MuhammadIlhamuodd254512 You kinda can when spectating a game to record it. But I don't think you can lock the camera behind a player like an actual 3rd person controller.
just by the way, the distortion setting makes it so when you have the operator or marshal scoped it, the outer rim of the scope is blurry as if your looking through glass.