Rezrex wrote:lounis19 wrote:the ARMA 2 games you can see enemies over 1000m
Yeah, but I play theHunter on all-low settings, and it's enjoyable even if it runs on 17-22 fps on my laptop. However I played ARMA 2 on this laptop, minimum graphics and it's freakin' blurry! Yeah, I have slightly better fps than in theHunter (26 fps), but it's so blurry (that I don't understand, cause if I play on the native resolution of my monitor, it shouldn't be blurry but rough... I think it's the doing of the HDR that you cannot disable in the game) that if theHunter would utilize it's graphical solutions, with that settings I couldn't spot an animal from 200 meters! So I could wipe my ... with the 1000 m render distance...
Note: This is a simplified explanation of how all this works.
ARMA2 graphics get blurry because the graphics quality are reduced so much on the textures themselves that the game uses to display things. Resolution (for the most part) doesn't have a lot to do with how 'crisp' the actual texture is, it's got to do with how many overall pixels are represented on your monitor. When you downscale texture quality in graphics options, you're saying "when you're close to a texture, let's instead use mipmaps that would normally display farther away." The lower the texture quality you set, the lower quality mipmap the game uses the closer you are to the texture.
Confused? What the hell are mipmaps? What does distance have to do with anything? I can explain!
Mipmaps are lower quality versions of textures, at lower resolutions, that you swap in and out as you get closer or farther from the texture itself in the game.
In real life (and if you live in the USA), if you're standing next to a stop sign, you're going to be able to read the word "STOP" easily. If you walk away a bit, you might be able to "STO", but "P" is kinda blurry, and maybe it's a "P" and maybe it's an "O", or a "D". Walk farther away and it's just a red and white blur. In a game, mipmaps would be textures representing all 3 stages. So when you're close to the stop sign in the game, it shows the high detail version. As you walk away it uses a lower mipmap to show you the "STO" with a blurry "P". Walk farther away and it swaps to the total blurry one. The reason you do this is because a crisp version of the STOP sign uses up a lot of texture memory, but if you're far away from it, why use all that texture memory if you can't see it in detail? So use a low detail version that takes up less memory on the graphics card. Less memory used means a.) you can makes your game run faster, and b.) you have space to use even more textures OR you can support video cards with lower amounts of memory!
So, let's say you have Low, Medium, and High as texture detail. And you have three distances from your STOP sign. This is how it works:
If you set the game on High texture detail, it's pretty self explanatory:
Close - High Mipmap
Near - Medium Mipmap
Far - Low Mipmap
If you set the game on Medium texture detail, you'll notice we start at Medium quality, even close, then drop to Low. And we just keep using Low at that point:
Close - Medium Mipmap
Near - Low Mipmap
Far - Low Mipmap
If you set the game on Low texture detail, the game looks like...well. Ugh. We start on Low, and it's Low all the way out, baby!:
Close - Low Mipmap
Near - Low Mipmap
Far - Low Mipmap
Different games use different methods with how detailed (or not detailed) they make mipmaps, so in some games "Low" will look a lot worse than others.
-TundraPuppy