Setting impact on FPS
HairWorks
HairWorks is among the single, hardest-hitting aspects to gaming performance.
Foliage Visibility Range
Foliage viewing distance is the next biggest FPS limiter in the Witcher 3. Foliage viewing distance was updated with 1.03 to better “pop” grass into the viewing space, and has had a somewhat noticeable performance improvement since launch.
Ambient Occlusion
Ambient Occlusion is a term used for describing how light interacts with objects of varying materials and translucency. AO is best seen in-game when walking within a windowed building that casts rays of light into the room. AO increases shadow contrast between connected surfaces, adding an apparent depth to surfaces when required.
Shadow Quality
Shadow quality settings increase the darkness and frequency of shadows applied to the environment. Lowering this setting will lighten shadows and limit the appearance of smaller shadows (shadows of insignificant objects, like a tree branch). Lower shadow settings will also produce more “shimmering” of character shadows on some surfaces, like the shadow of Geralt’s sheathed swords against a nearby wall.
Grass Density Level & Quality
Although we originally suspected grass density would have severe impact on the Witcher’s performance – as it did in GTA V – the framerate dips are almost immeasurably low in our tested environments.
Anti-Aliasing
The Witcher 3 institutes a custom version of anti-aliasing technology, using temporal filtering to primarily target shimmering edges of objects like grass and branches. We found the Witcher’s AA to have minimal impact on FPS
Texture Quality
Texture quality has effectively no impact on FPS, but a large visible impact at the low-end of the settings spectrum. High and Ultra have few differences and are more noticeable temporally.
Detail Level
Detail level governs the duration of display and count of decals rendered to the screen post-conflict. Scorched earth marks and blood splatters are two examples of items impacted by Detail Level. Increasing detail level will lengthen the display of these decals.Have negligible impact on FPS output.
Water Quality
Ultra water quality features splashes from stepping or diving into water, along with splashes from swimming and wading. A wake and ripples emanate from the player character when swimming with ultra quality settings. Dropping settings to lower values will create what appears to be a static animation of rolling waves in the water, with no ripple or wake effects from player interaction.
There is minimal FPS impact.
Graphic settings for medium level GPU
If you have something like RX 580 or GTX 1060,these settings will be fine.
(These are changes from Ultra preset)
NVIDIA Hairsworks: OFF
NVIDIA Hairsworks AA: OFF
Nvidia Hairsworks preset: Low
Shadow quality: High
Water Quality: High
Foliage Visibility Range: Medium
Detail Level: High
and in the postprocessing Tab:(Changes from high preset)
Motion blur: OFF
Blur: OFF
Sharpening: Low
Ambient Occlusion: None
Graphic settings for low end GPU.
Settings for GPU with 1-2 gb memory.(Lower than gtx 1050)
VSync: On (to prevent screen tearing)
Maximum Frames Per Second: Unlimited
Display Mode: Full Screen
NVIDIA HairWorks: Off
Number of Background Characters: Low
Shadow Quality: Low
Terrain Quality: Medium
Water Quality: High
Grass Density: Low
Texture Quality: Medium
Foliage Visibility Range: Medium
Detail Level: High
Hardware Cursor: On
POSTPROCESSING
Motion Blur: Off
Blur: Off
Anti-aliasing: Off
Bloom: Off
Sharpening: Off
Ambient Occlusion: Off
Depth of Field: On
Chromatic Aberration: Off
Vignetting: Off
Light Shafts: On
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