Thug 2 pc resolution options
- #THUG 2 PC RESOLUTION OPTIONS 1080P#
- #THUG 2 PC RESOLUTION OPTIONS SOFTWARE#
- #THUG 2 PC RESOLUTION OPTIONS SERIES#
#THUG 2 PC RESOLUTION OPTIONS 1080P#
This setting lets you keep the display resolution the same (your display's native 1080p or 1440p, for instance) while adjusting the resolution the game is being rendered at (but not the UI). Some games offer a 'rendering resolution' setting. (Note that some newer DX12 and Vulkan games may not work with many framerate overlay tools that worked fine with earlier DX11 games.) Upscaling and downsampling ShadowPlay or FRAPS work fine in many games, or you can use utilities like Riva Tuner for more options on what to show.
#THUG 2 PC RESOLUTION OPTIONS SOFTWARE#
A high refresh rate monitor (120-144 Hz) with the framerate to match is ideal.īecause most games don't have a built-in benchmarking tool, the most important tool in your tweaking box is software that displays the current framerate. The most common goal today is 1080p/60 fps, though 1440p, 4K, and framerates above 120 are also desirable. Competitive players seek out high framerates in an effort to reduce input lag, but at the expense of screen tearing (more on that below), while high-resolution early adopters may be satisfied with playable framerates at 1440p or 4K. If the framerate is too low, frames will be repeated and it will become uncomfortable to view-an ugly, stuttering world. The more work you make your graphics card do to render bigger, prettier frames, the lower your FPS will be. 1 Hz is one cycle per second, so the two measurements are easy to compare: a 60 Hz monitor updates 60 times per second, and a game running at 60 FPS should feed it new frames at the same rate. It's not the same as the refresh rate, which is the number of times your display updates per second, and is measured in hertz (Hz).
#THUG 2 PC RESOLUTION OPTIONS SERIES#
If you think of a game as a series of animation cells-still images representing single moments in time-the FPS is the number of images generated each second. Those are 16x9 resolutions-if you have a display with a 16x10 aspect ratio, they’ll be slightly different: 1920×1200, 2560x1600, and so on while newer ultrawide displays can be 2560x1080, 3440x1440, etc.
I also received input from Nvidia regarding my explanation of texture filtering. For the sections on anti-aliasing, anisotropic filtering, and post-processing that follow, I consulted with Nicholas Vining, Gaslamp Games' technical director and lead programmer, as well as Cryptic Sea designer/programmer Alex Austin. We start with the fundamental concepts on this page.