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WildStar Burst: Video/Graphics Tweak Guide - Page 2

Updated Tue, May 27, 2014 by Lewis B

Texture Quality

  • High Quality
  • Medium Quality
  • Low Quality

This primarily affects the texture resolution on characters and to a large degree is mostly noticeable between Medium and Low quality. The difference behind Medium Quality and High Quality is negligible unless you intend on zooming into your character 24/7. See images below. 

High
 High
Medium
 Medium
Low
 Low

Texture Filtering

  • Anisotropic
  • Trilinear
  • Bilinear

You need to look at these settings in terms of quality, with Anisotropic the best and Bilinear the worst. Anisotropic is the more advanced setting for improving the image quality of textures on surfaces that are at oblique viewing angles with respect to the camera. Trilinear filtering is the second best and an improvement over bilinear filtering. Where WildStar is concerned, I can see absolutely no differences in changing this setting so have stuck to Anisotropic. 

Shadow Setting

  • Off
  • Low
  • Medium
  • High

Shadows in WildStar gobble frame rates and the high setting in particular is a sure fire way of guaranteeing your frame rates plummet. Between Medium and High the difference is impossible to tell and yet on high settings I achieve 63fps while staring at the floor and on medium settings, achieved 88fps taking the comparison shots. That’s an enormous difference for absolutely no visual improvement. Better still, the difference between Medium and Low is once again negligible in terms of quality, but high on frame rate returns.  On low settings I achieved 101fps taking the comparison shots. Unless your PC is incredibly poor, I’d recommend trying to avoid “Off” as it significantly reduces shadow edging and your characters shadow. See images below. 

Off
Shadow Settings Off
Low
Shadow Settings Low
Medium
Shadow Settings Medium
High
Shadow Settings High

FXAA

  • Range between Ultra Low - Ultra High

Fast Approximate Anti-Aliasing (to give it its full title) smooths over those jaggy edges of 3D models and objects. Typically it doesn’t require a huge amount of computing power, but there’s very little value in choosing the maximum setting if there’s no difference between higher and lower variants. At Ultra Low "jaggies" are noticeable, at Low or Ultra High they aren't. See images below (right is with Medium)
FXAA

Clutter Density

  • Low
  • Medium
  • High

As well as determining how far you can see clutter on the ground, you can determine how much of it you see. You should ensure you use both Clutter Distance and Clutter Density to determine what visually appeals without compromising on the overall feel. It should be noted if you set Clutter Distance to “Low”, it makes no difference as to what you set the Clutter Density to, as no clutter will appear. For the image below, the Clutter Distance is set at high but the Density is changed between High, Medium and Low. 

Low
Clutter Density Low
Medium
Clutter Density Medium
High
Clutter Density High

Small Object Detail

  • Range between Low - High

This determines additional debris on the floor and objects in the game world. While it might appear as though lowering this setting removes them, all it does do is hide them until you get closer. As you get closer, objects will fade into view. The lower the value, the more objects you’ll see sooner while increasing the value hides these objects earlier. See images below. 

Low
Scene Detail Low
High
Scene Detail High

Render Target Scale 

  • Range between Ultra Low and Normal

Without wishing to get too technical, Render Target Scale makes WildStar look pretty. The lower the setting, the more the graphics will degrade. However, a lower setting will vastly improve your frame rate. On the screenshot below, a scale of Ultra Low provides 75fps where as a scale of Normal provides 17fps: a massive difference. See images below (Ultra Low and Normal)

Render Targetting Scale

Surface Material Quality

  • Range between Low and Normal

I've tried for hours to establish what this setting does, choosing different areas of the map and looking at different objects in the scenary. Unless my eyes are failing me, I cannot see any difference what-so-ever. Set it to Low and forget about it. 

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