An explanation of all of the common graphics settings you find in video games and what they actually do.

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You've got a lot of stuff with regard to displays. https://community.cedia.net/blogs/david-meyer/2017/06/22/4k-60-444-hdr. Upshots are: 
* Resolution (simple, number of pixels). 
* FPS (simple, how many frames shown per second). 
* Chroma subsampling (basically "compression", just like jpeg compression. any amount of this is bad, you're sub sampling. 4:4:4 is what you want here, second two numbers are in terms of the first. Explained in the article, has to do with amount of reduction, so 4:2:2 basically means you take adjacent pixels and assume they're the same color, makes fine details with different colors unreadable). 
* HDR (pretty simple, actually, just how many _possible_ colors can be displayed, so that's basically how many bits per pixel are given to represent a single color. You need an HDR display to actually display HDR content, obviously, because non-HDR displays just don't have the color range possible for the pixels). 

An insanely good comment on how color spaces work: 
* https://www.reddit.com/r/Monitors/comments/al9ulj/95_dcip3_vs_srgb_100_xv272u_vs_vg271u/efc4qzf/

Pixel pitch is what is used to refer to the distance between the center of one pixel to the next. In mm. It's basically probably what's responsible for screen door effect. 

Spore
Bioshock infinite
Black ops II 
Assassins creed

Programs to reinstall: freps (FPS), 

Processing notes: 

Resolution: Most responsible for slowness

AA (anti aliasing): Sharpens jaggery lines. Requires most power after resolution. Could keep it off. basically you're trying to draw a curved line with blocks (pixels), and so you get jaggies, and anti-aliasing just smooths those out a bit by "blurring" the edges, as in making the pixels between the jaggies a lighter color of the texture to smooth the appearance. 

FXAA (a type of anti aliasing): blurs instead of sharpens, doesn’t reduce performance (Anti aliasing)

Texture quality: Responsible for how detailed objects look. May have some stress on GPU core. is just RAM really (and presumably hard drive speed), so put this high. 

Shadows: intense to compute, sacrifice this. 

Anisotropic filtering: has to do with seeing textures from an angle. It blends textures to make them look sharp. Shouldn’t affect performance much, you could put this to 16x. 

Shader/Lighting quality: this is reflections, light shafts, fog. This will increase GPU core stress and memory usage. 

VSync: don’t use unless you’re getting above 60FPS. OTHERWISE YOU GET PERFORMANCE HIT. 

Post-Processing: refers to a lot of things. Can include bloom (my favorite), vignetting (changing the brightness of the edges of the screen), outlining (dunno), and more. Generally very light on processing power, but could affect performance. Generally affects GPU core, very little memory usage. 

Texture Filtering: this has to do with using lower textures for objects at far distances, because you wouldn’t be able to see the detail anyway. When moving closer to the objects, you need to update the texture quality of the environment, and there are algorithms for doing this. Shouldn’t affect graphics too much. 

Ambient Occlusion: has to do with taking into account light radiating off of colored objects. So something red that was getting hit by white light would give the surrounding objects a red hue. Two levels are SSAO and H*AO, where SSAO is lower. Will add stress to GPU and small use of memory. 

Advanced Depth of Field (ADoF): This just blurs things that aren’t in focus. Adds a lot of extra processing to GPU, not much memory. 



High Dynamic Range (HDR): Allowing details to exist when there’s a bright light in the shot (in photography), not exactly sure what it does for gaming. Not much on GPU or memory. 

Model Quality: combination of polygon count (tessellation) and animation quality. Models will appear smoother and will animate with better smoothness. This will increase both GPU and memory. 

Tesselation: create softer, rounder, more realistic models by increasing number of polygons. Has a load on GPU core. 

Field of view: shouldn’t do much on performance, you can keep it high. This could refer to how much you see in the distance or what viewing angle you see, neither should have much of an effect on performance? (not sure)

Maybe look at fps displayer: http://www.fraps.com/download.php