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INTEL GR@PHIC C@RD GUIDE

Screen Resolution

Increased screen resolution improves graphics quality by increasing the number of pixels displayed at once. This allows for sharper graphics details In most cases, the higher the screen resolution, the lower the frame rate for the game. 1920 x 1080 and 1024 X 768 are common screen resolutions for games.

Color Depth

color depth

Many games give the option to run in either 16-bit or 32-bit colour depth. This refers to the amount of video memory that is required for each screen pixel. 32-bit colour depth gives a larger range of colours to use, resulting in higher quality rendering.

Due to the increased video memory bandwidth that is needed, 32-bit colour will reduce the frame rate for the game. With some games, this can result in choppier performance.Some games also allow setting the colour depth of textures. 32-bit colour can dramatically improve the appearance of textures like dithering and banding. A small performance decrease may be seen with 32-bit colour textures

Texture Detail Level

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.

More textures give stunning graphics quality but reduces game performance.

Mipmapping

Mipmapping is a method of improving graphics quality and performance by using different mipmap levels, or texture sizes, depending on how far a pixel is in the distance.

Trilinear mipmapping further improves quality by smoothing the transition between mipmap levels.

 Anisotropic filtering further improves graphics quality by increasing the amount of detail that can be seen when textures are seen from certain angles.

Depth Buffer

The depth buffer (Z-buffer or W-buffer) is used in 3D games to determine whether pixels on one polygon are in front of the pixel on another polygon.

A higher precision depth buffer, such as 24-bit, will prevent pixels from showing up in front of pixels that they should be behind.
A 16-bit depth buffer gives higher performance due to a large reduction in video memory bandwidth.

Texture Compression

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 colour banding can be seen if texture compression is enabled.
A combination of enabling texture compression and high texture detail can provide a good balance of quality and performance in many games.

Lighting Model

Common lighting models for games include lightmap and vertex lighting. Vertex lighting gives a fixed brightness for each corner of a polygon.

Anti-Aliasing

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.

This 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 chip-sets with integrated graphics do not support full scene anti-aliasing. Anti-aliased lines are supported in OpenGL applications.

Learn more about graphic settings

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