I struggled to understand certain terms in the graphics settings at first so did some research while i was sat watching TV, and thought i'd post it up here so people know what they want activating or not, feel free to add to it and i can edit it and sort of get somewhere where people can come check it out..
Increased screen resolution improves graphics quality by increasing the number of pixels displayed at once. This feature delivers sharper graphics details and decreased stair-step patterns on the edges of polygons. In most cases, the higher the screen resolution, the lower the frame rate for the game. 800x600 and 1024x768 are common screen resolutions for games. Lower resolutions are good for network play, where the frame rate must stay high in order to compete with other players.
Wide Screen Mode
Computer displays with aspect ratios wider than 4:3 are also called widescreen. Widescreen computer displays are mainly intended for computers used, at least sometimes, to display entertainment; data processing tends to use 4:3. Widescreen computer displays are typically of the 1.6 (8:5, typically written as 16:10) aspect ratio. "True" widescreen (16:9) monitors can be found in resolutions of 1024x576, 1152x648, 1280x720, 1600x900, and 1920x1080. Apple's 27" iMac introduced a new 16:9 resolution: 2560x1440 in late 2009. Widescreen monitors are since 2008 the mainstream standard for computer displays
Anti-aliasing is used to reduce stair-step patterns on the edges of polygons in games. It gives a smoother, slightly blurred look to the edges. Full scene anti-aliasing renders each frame at a larger resolution, than scaling it down to fit the actual screen resolution. This feature can lower the frame rate by a large amount, while increasing quality by a small amount. Usually, increasing the screen resolution is a better trade-off than turning on anti-aliasing. Anti-aliasing is only useful for games when a lot of extra graphics performance is available. Intel chipsets with integrated graphics do not support full scene anti-aliasing. Anti-aliased lines are supported in OpenGL* applications.
Enabling VSync tells your graphics card to synchronize its actions with your monitor. That means the graphics card is only allowed to swap its frame buffer and send a new frame to the monitor when the monitor says it is ready to repaint a new screen - i.e. during the VBI. Your graphics card and monitor do not have to be in sync; they can still operate properly when VSync is disabled, however when VSync is disabled, you can experience a phenomenon called Tearing in periods when your graphics card and monitor go out of sync, precisely because the graphics card and monitor are acting without regard for each other's limitations.
Edge detection is a fundamental tool in image processing and computer vision, particularly in the areas of feature detection and feature extraction, which aim at identifying points in a digital image at which the image brightness changes sharply or, more formally, has discontinuities.
In computer science, multiple buffering is the use of more than one buffer to hold a block of data, so that a "reader" will see a complete (though perhaps old) version of the data, rather than a partially-updated version of the data being created by a "writer". It also is used to avoid the need to use Dual-ported RAM when the readers and writers are different devices. In computer graphics, triple buffering is similar to double buffering but provides a speed improvement. In double buffering the program must wait until the finished drawing is copied or swapped before starting the next drawing. This waiting period could be several milliseconds during which neither buffer can be touched.
This usually refers to how large or how many textures are used in the game. Large textures can take up a lot of video memory, but this can be alleviated by using texture compression, if supported by the game
As mentionened above, texture compression is a method of reducing the amount of memory and memory bandwidth required for textures with a small reduction in visual quality. In certain games, where a low-resolution texture is used for a large surface (like a sky image), significant color banding can be seen if texture compression is enabled. A combination of enabling texture compression and high texture detail results in a good balance of quality and performance in many games.
In computer graphics, texture filtering is the method used to determine the texture color for a texture mapped pixel, using the colors of nearby texels (pixels of the texture). In short, it blends the texture pixels together by breaking them up into tinier pixels. Another term for texture filtering is called texture smoothing. There are many methods of texture filtering, which make different trade-offs between computational complexity and image quality. Since texture filtering is an attempt to find a value at some point given a set of discrete samples at nearby points, it is a form of interpolation.
Bilinear filtering is the next step up. In this method the four nearest texels to the pixel center are sampled (at the closest mipmap level), and their colors are combined by weighted average according to distance. This removes the 'blockiness' seen during magnification, as there is now a smooth gradient of color change from one texel to the next, instead of an abrupt jump as the pixel center crosses the texel boundary. Bilinear filtering is almost invariably used with mipmapping; though it can be used without, it would suffer the same aliasing and shimmering problems as its nearest neighbor.
Trilinear filtering is a remedy to a common artifact seen in mipmapped bilinearly filtered images: an abrupt and very noticeable change in quality at boundaries where the renderer switches from one mipmap level to the next. Trilinear filtering solves this by doing a texture lookup and bilinear filtering on the two closest mipmap levels (one higher and one lower quality), and then linearly interpolating the results. This results in a smooth degradation of texture quality as distance from the viewer increases, rather than a series of sudden drops. Of course, closer than Level 0 there is only one mipmap level available, and the algorithm reverts to bilinear filtering.
Anisotropic filteringAnisotropic filtering is the highest quality filtering available in current consumer 3D graphics cards. It evolved because both bilinear and trilinear filtering sample a square from the texture, which is only correct if the viewer is looking at the texture head-on. This results in blurriness when the textured surface is at an oblique angle - a very common case is the floor as it recedes into the distance. Anisotropic filtering corrects this by sampling in the correct trapezoid shape according to view angle. The resulting samples are then trilinearly filtered to generate the final color.
Be warned, setting the shadow quality too high for your PC will bring it to its knees - work from a low setting and raise it.
See above, if it runs fine on high shadow quality, try running enhanced shadows
Same as shadow quality, be careful as this can cripple your game and FPS, I my self have it set to low as I'm not really interested in water when I'm shooting at tanks mainly, but if you have the Pc with the power, set it to where your system can handle, or start low and go up from there.
Same as Enhanced shadows really.. Set simulation on if it runs fine on high water quality
This is basically how nice your greenery will look, tree's, bushes, grass.. Set to where you're computer can handle..
The Density or grass and other nice things, in my opinion it only adds more things to look through when searching, shooting for tanks so I leave it off, the decision is there for you to make though..
Advanced Post Processing
Note from Jaghammer
the only things i can say about Advanced Post Processing are:
-when i turn it on my FPS will increase and the water is not visible.
-when i turn of Advanced Post Processing without restart the game i can see water with same FPS.
-when i do it with restart my FPS will decrease a lot.
This setting controls the various post-processing effects - so called because they're applied after the image has already been composed. In other words they're additional layers of effect on top of the current image which enhance or adjust the image to look better or more stylized. This setting has a major impact on performance, especially at the higher levels.
Draw distance is a computer graphics term, defined as the distance in a three dimensional scene that is still drawn by the rendering engine. Polygons that lie behind the draw distance won't be drawn to the screen. As the draw distance increases more distant polygons need to be drawn onto the screen that would regularly be clipped. This requires more computing power. This means the graphic quality and realism of the scene will increase as draw distance increases, but the overall performance (frames per second) will decrease. Many games and applications will allow users to manually set the draw distance to balance performance and visuals. Draw Distance should always be set to highest setting possible, because if you can't see the tanks, you can't shoot them can you?
In computer graphics, accounting for level of detail involves decreasing the complexity of a 3D object representation as it moves away from the viewer or according other metrics such as object importance, eye-space speed or position. Level of detail techniques increases the efficiency of rendering by decreasing the workload on graphics pipeline stages, usually vertex transformations. The reduced visual quality of the model is often unnoticed because of the small effect on object appearance when distant or moving fast.
UPDATED FOR 8.0 SETTINGS (Taken from WG's news update)
The new renders are the result of recent improvements to graphical processing to take into account up-to-date software and hardware. Thanks to these improvements, game developers now have the option to add a lot more graphical elements. Previously, making the maps more complex would result in performance issues on many machines – if they work at all. However, newer methods of graphical processing now present them with more options. Version 8.0 represents the beginning of a long period of work on World of Tanks that will see many new features added to the game as well as existing ones being optimized.
The new rendering works by rationally distributing the workload between the CPU and the video adapter This allows even lower-spec computers to process a lot more elements simultaneously and means that the majority of players will be able to play the game using the improved graphics. The renders have been optimized so even those with lower-end PCs or laptops should be able to play comfortably. However, there is the option to choose between the old and new graphics if you have a preference. Just pick ‘standard’ for the old graphics and ‘improved’ for the new. Just be aware that the old and new systems are being rendered by completely different systems. This means that if you choose ‘standard graphics’, some settings in the game may be unavailable for you.
Please note that switching to the new graphics may cause some issues with your automated settings adjustment. If there is a drop in performance after enabling the new graphics, you may have to dedicate some time to performing a re-tuning of your game settings.
Lighting Quality: In the new renders, lighting is calculated in much greater detail. This makes for much more realistic and picturesque maps, with deeper landscapes. There are transitions between the light and dark parts that you see and this setting adjusts the level at which that occurs. If you have a low-end video adapter we advise that you turn this setting to minimum quality, or turn it off completely. This setting is only available when using the new renders.
Shadow Quality: Shadows have been completely reworked in the new renders, and their display now matches the read scale of the object and its position relative to the source of light. Shadows are fully dynamic – if a tree shakes, the shadows echo the action; if a pole falls, the shadow will fall with it. All this requires processing and can drain a lot from overall system performance. If you have any concerns about computer power and resources, then keep this option set to low. This setting is only available when using the new renders.
Water Quality: Water display has been improved and new effects have been added, such as splashes, mirroring and impact circles. This feature is primarily handled by the video adapter so lowering the quality will improve performance. This setting is only available when using the new renders.
Decals Quality: This setting is responsible for the level of detail that you see, such as mud tracks, fallen leaves and heaped earth. The more small details you want to see in the game, the more computer memory is required. This means that the amount of memory you have is instrumental for this setting. Users of low end computers are recommended to set this option to low, or completely disable it. This setting is only available when using the new renders
Texture Quality: This sets the amount of detail you see on all surfaces in the game, both on vehicles and on the landscape. This can also take its toll on computer memory, so for older computers, we advise you set it to low. This option is available in both the new and old renders.
Foliage Quality: On the maps which were reworked in Version 8.0, the trees were revised and optimized On the other maps, this work in in progress and will be released in future updates. This setting is affected by video driver performance and the size of the video memory, so reduce it on lower-spec machines. The highest level of quality is only available with the new renders.
Flora Quality: This option is responsible for the detail of grass and low bushes, those too small to hide a vehicle in. It is dependent on video adapter performance and memory. This setting is only available when using the new renders. Please be aware that this option is still undergoing optimization.
Extra Effects: This includes the display of smoke, dust, sparks, flames, explosions and so on. All of these objects depend on both video adapter and CPU, and so we recommend that you set it to the lowest level possible unless you have a powerful computer. This option is available in both the old and new renders.
Extra Effects in Sniper Mode: This option affects the display of smoke, dust, flame etc. in sniper mode. The developers are aware of an issue where performance drops in sniper mode. Set this option to minimum to reduce the effect of the problem. The developers are currently working on a full solution for this issue and a fix will be released in a future update.
Post Processing: This affects different graphical effects such as fog and bloom. This option is reliant on video adapter performance and memory. On lower end PCs, we recommend it is set to minimum or turned off completely. This setting is only available when using the new renders.
Draw Distance: This option sets how far into the battlefield is displayed. This option depends on overall system performance, so users of less powerful PCs are advised to set it to ‘Medium’ or ‘Low’. This option is available with both old and new renders.
- Object LOD: This option determines the number of details in the environment. It is dependent on video adapter performance and memory. On older PCs, we strongly advise you to set it to medium’ or ‘Low. The option is available with both old and new renders.
Reducing all these settings to minimum could result in a FPS increase of 50%. Please note that there is currently a known issue with anti-aliasing, and a temporary solution has been implemented. The developers are working to fix this problem.
If after changing all settings to minimum, you are still not getting a playable FPS rate, we recommend that you use the standard (old) graphics setting. This option will always be present in the game, but we do not plan to add any additional graphical features to it in the future. Overall optimization and improvement of the landscape display on all maps will be performed gradually and released over the next few game updates.
The improved graphics introduced to the game in the 8.0 update is just a first step. Optimization and improvements will continue to ensure that all players can enjoy World of Tanks at its best.
The developers wish to thank everyone who took part in the long public test for this update. The substantial feedback that was provided meant that the vast majority of reported bugs and problems with the render have been fixed.