Enabling this set implements screen door Space Ambient Occlusion ( SSAO ), a imprint of Ambient Occlusion, which is a light effect that enhances the fullness and platonism of shadows. In TW2, SSAO can add to the appearance of depth in a subtle manner, but it besides has a meaning performance impact .
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The screenshots above show the difference between having SSAO enabled and disabled in the same scene. At first it simply appears as though one shoot has more trace than the other. In reality the extra shadowing from SSAO is aimed at particular areas. Look at Geralt – with SSAO there is shadowing around the edges of his confront which add more depth ; similarly, look under his right weapon and you can see there is balmy shadowing which increases the perception of the curve of his torso. The plants and branches to the forget besides have added impressiveness from SSAO, rather than simply being colored ( shadowed ) or bright ( unshadowed ) in the absence of SSAO. ultimately because of the way SSAO softens and blends shadows, it is not a blatantly obvious effect in many scenes, but it decidedly enhances graphics through more realistic shadow.
Reading: The Witcher 2 Tweak Guide | GeForce
An indication of the performance impact of changing this set is shown below :
The graph confirms that the performance impact of SSAO is significant. Add to that the fact that it is a elusive effect, and the end result is that for many, SSAO should be one of the beginning things to disable ( along with UberSampling ) to maintain playable FPS without greatly impacting on image quality .
This set controls the manipulation of blurring when you move the camera around in the game. This shape of film over is most obviously if you quickly spin about. Enabling Motion Blur will reduce FPS whenever the effect is visible. Remember that other blurring effects in the game, such as when taking damage, are controlled by the Blur Effects setting covered earlier in the usher .
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The screenshot above was taken as the television camera was cursorily spinning around Geralt, so it is an overdo model of what Motion Blur looks like. however as you can see, while Geralt and the grind near him remain in clear focus, the background has been significantly blurred.
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An indication of the performance shock of changing this typeset is shown below :
The graph shows that with Motion Blur enabled and in effect, FPS drops perceptibly. This is peculiarly crucial during battle, or at any time when you need to react cursorily and hence move the television camera around quickly – your FPS will drop at precisely the time when you need the highest federal protective service for optimum responsiveness. It can besides result in extra bumble whenever you move the camera. so unless you have a high-end GPU, it may be best to disable Motion Blur to improve FPS and eloquence in such circumstances .
Cinematic Depth of Field
Depth of Field ( DoF ) has been covered under the Depth of Field – Gameplay setting earlier in this scout. The cinematic Depth of Field option applies an enhanced kind of DoF designed to make cutscenes and dialogue scenes look much more like a stylize movie and less like regular in-game animation. Because of the extra GPU action involved, this effect reduces performance when it is used and is one of the reasons why many people experience slowdowns in cutscenes. See farther below for screenshot comparisons .
Depth of Field – Cutscenes
This option controls the function of convention Depth of Field in cutscenes and Dialog scenes. however keep in mind that if you disable Depth of Field – Cutscenes, but leave Cinematic Depth of Field enabled, then you will still have DoF in effect. So you should use both these settings in combination with each other, quite than changing them in isolation .
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Since the Cinematic Depth of Field and Depth of Field – Cutscenes settings both apply merely to cutscenes and dialogue scenes, and since disabling Depth of Field – Cutscenes by itself is preferably pointless if cinematic Depth of Field is left enable, the screenshots above appearance a cutscene first with both effects enabled ; then with only Cinematic Depth of Field disabled ; then with both Cinematic Depth of Field and Depth of Field – Cutscenes disabled, effectively removing all DoF. As you can see, when Cinematic Depth of Field is disabled, some DoF is still in impression, however Geralt ‘s figure becomes slenderly clearer, as do the trees and rocks in the background. When both Cinematic Depth of Field and Depth of Field – Cutscenes are disable, DoF is removed and the entire scene becomes wholly crisp and clear ( aside from some blurring from Bloom lighting in the top leave ) .
While Cinematic Depth of Field is impressive, it is a strenuous and overstate kind of DoF which may not be to everyone ‘s taste. If you prefer a balmy form of DoF in cutscenes and dialogue scenes, disable Cinematic Depth of Field and leave Depth of Field – Cutscenes enabled. If you want to remove all DoF from such scenes, whether for performance or aesthetic reasons, then make sure to disable both settings.
An reading of the performance impact of changing this set is shown below :
The graph shows that the same cutscenes and dialogue scenes will perform dramatically well when cinematic Depth of Field is disabled, and improve further when Depth of Field – Cutscenes is besides disabled. If you leave cinematic Depth of Field enabled and only disable Depth of Field – Cutscenes, the operation and image quality difference will be minimal, so it is not recommended .