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Author Topic: Side by side comparison of options (beware lots of very large images)  (Read 3096 times)
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« on: April 02, 2010, 01:41:42 AM »

Here is a post I made on the ubi forums regarding the options in the game.  The parlax image (last one) is reported as being useless since there is nothing in the scene to show off the paralax option, so I'll make another post below this one with the links to images that another user made on the ubi forums showing off paralax.

Note that each image should be clickable so that you can see the image at it's full 1680x1050 screen size.

Hello,

First off I want to apologize to our friends reading this thread that are on dialup accounts or really slow broadband accounts for the large images shown here.  I left the images in their original 1680x1050 (roughly) resolution so that people could see the differences that smaller images might not show.

Here is how this works...  I have taken 2 images for many of the in game options and then with the image that had an option turned on, i cut it roughly down the middle and pasted it on the image that had the option turned off in hopes that people could see the difference.  I've left out some options simply because I wanted every shot to be the same and some options might not be available on both sides of the screen so it would be pointless to show those images.

Here we go...

000 *ORIGINAL_IMAGE.jpg*
     
This is the original image taken, all options are turned to high, and shader is turned to high with all options turned on. The only things off are the Anti Aliasing and the Multisampling are both turned off (unchecked).  You could say this is the base comparison screen shot that you will need to refer to further down in one of the side by side comparisons.

Some key places to note on the original base image is the right front tower of the castle and the prestige item in the bottom center of the screen for their clarity, as these two areas sometimes show a big difference depending on the options chosen in the settings panel.

001 *AA_IMAGE_ONE.jpg*
     
Anti Aliasing (AA)
This image is with the Anti Aliasing option turned on and off.  The right side of the screen shows AA turned on and likewise the left side of the screen has the AA turned off.

Note: Note how the right front tower of the castle has been blurred from turning on AA, andhow the buildings on the AA On side at the bottom are also quite a bit less sharp than the buildings on the left side of the screen.

002  *MS_ON_IMAGE_ONE.jpg*
     
Multisampling
Instead of writing a volume of text in this comparison thread, just remember, the left side of the screen is always going to be with the option turned off and the right side with the option turned on.

Note Notice in the Multisampling image how much more blurried the right front castle tower is than the left one, also notice the prestige item in the bottom middle it's cut in half just about and a huge difference is noticed on this object with MS turned on or off.


003 *UPSCALING_LOW.jpg*
     
Upscaling
The easiest place to see the real difference that upscaling provides between Low and High, is to look at the prestige item near the bottom of the image, what you'll note is that the left side of the screen is reasonably sharp and detailed while the right side of the image is blurry and lacking details on the buildings, items etc.  The prestige item clearly shows the difference as the left side of it is reasonably crisp and the right side is definitely blurry and lacking detail.  And all the buildings on the right side of the screen are extremely lacking detail compared to the left side which has upscaling turned to high.

004 *LowshaderSettings.jpg*
     
I just wanted you to see what options are turned off when the shader setting is turned to low, all those missing checkmarks are not there because all of those options get turned off when using the simple shader option of low, medium or high.  I'm only showing the difference between low and high today.

Note Please note that while the settings panel shows the upscaling turned to low, that was not the case, I just took the shot before changing that.  I assure you tht the upscaling was turned to high for the comparison image as you can see by the prestige item bottom center with the amount of detail that is on it, if the upscaling was turned off, that item looses just about all detail.

005  *LOWSHADERQUALITY.jpg*
     
Shader
I'm only showing the difference between Low and High so that the difference can be seen most clearly.  The High quality shader is on the left, Low quality shader on the right.  As you can see there is a huge difference in quality between low shaders (and the loss of all those options shown in the image above this one) and the high shader options (shown on the left side of this image).

006  *DEPTHOF_FIELD.jpg*
     
Depth of Field
I don't think I need to explain this, it may be hard for some to see, but objects further away are blurred more than the foreground.  This is what is known as Depth of Field.

007  *CLUTTEROFF.jpg*
     
Clutter
To best show the difference, I've deviated from my normal side by side comparison and am using the same left side of the image on both sides of this image.  This allows you to best see what the clutter is.  The left side is Clutter on high and the right side of the image is with Clutter turned all the way off.  Come to think of it I probably should have done this type of comparison from the beginning, but I apologize, it's too late to switch now as I've got too much time into the side by side images already.

008 *SHADOWS_OFF.jpg*
     
Shadows
Both the shadows image here and the Shader image above obviously show the most difference in the game, when turning off shadows it not only turns off the shadows but also darkened the entire screen.

009 *PARALAX_OFF*
 
Paralax
Thanks to Howl-UK, I've updated this image to a new one at ground level.  Image is marked on and off for the respective sides with regards to Paralax.

Well, that is all of the side by side comparison shopping I've done, while I could go through the settings options and turn off each individual item (the options on the right side of the settings page like paralax and depth of field, ambient whatever etc) unfortunately I don't have enough time to do so since I've got to exit the game and load the saved game each time that I make a change to the settings to ensure the options I chose activate or deactivate as the case may be for each screen shot image option and that just takes a lot of time on my computer (exiting to the menu, then loading the saved game for each option).

If anybody wants to do the rest of the options feel free to add to this thread, I hope that it helps people wondering about what the options do and how it changes things by what you choose.
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« Reply #1 on: April 02, 2010, 01:46:31 AM »

CB...what an INSANE amount of work! Thumbs Up Thumbs Up Looking around cautiously Big Smiley Grin Laughing Holiday Presents

I mean, wow!

Interesting...for me, I just have everything maxed but no AA or MS because both make the game fuzzy.

Outstanding resource for people CB...

pat!
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« Reply #2 on: April 02, 2010, 01:57:58 AM »

Instead of linking to the other fellows image for the Paralax option I just went ahead and took two new photos showing it on and off, and inserted it into the paralax option area in the post above.  Personally I like it off as it seems to show more "stuff" on the ground.
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« Reply #3 on: April 02, 2010, 01:59:04 AM »

Thanks Pat.  In the newest patch they removed multisampling and they made AA work correctly, I guess I should have waited until the patch was released before doing this.  Laughing

Oh and I run with everything turned to high, and at only 1680x1050 as that's all that the Nvidia 275GTX will handle.  I could turn down some options and get the full screen res but I'd rather have all the eye candy.
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« Reply #4 on: April 02, 2010, 02:50:20 AM »

While the Multisampling option was removed with the latest patch (on or around March 31 to April 1, 2010), it appears to me that the Anti Aliasing option was improved.

Below I've attached another image, the left side is the control image from before the patch, and no AA and no MS turned on.  Split the main image down the middle, the right side shows pre patch with Multisampling turned on.

Finally, the inset image is after the patch was applied, and I turned on AA.

Key items to note in the (*three*) images are the castle, notice how the inset image of the castle is a tiny bit clearer to see than it was with Multisampling, but still not as clear as pre patch with no AA and no MS.

Although the patch notes were brief and they didn't say anything about AA, or removing MS (although they did), for all we know it would appear that they worked on AA a bit too.

This compares prepatch no AA and no MS with prepatch no AA, MS turned on, and after patch with just AA.



I guess I'll have to do a side by side with AA pre patch and AA after patch to be more certain.  I'll see if I can dig up the pre patch AA On image and paste the AA On image after patch on top to see if theres that much difference.  I can only say that from my view the AA after patch is far superior to the MS prior to the patch in The Settlers 7: Paths to a Kingdom

Ok, I was probably simply mistaken on the improvement of AA after patch, attached to this post is a small comparison that shows prepatch no AA, prepatch MS on, and After patch with AA turned on.
All that it shows is that Multisampling was a horrid mess, and that after the patch, AA is clearer than before the patch using Multi Sampling, but that regardless, no AA at all is clearer and crisper than before or after.

So my conclusion is that The Settlers 7: Paths to a Kingdom still looks far better with no AA after the patch or before the patch, no AA and no MS.  Both AA and MS before and after the patch are still fuzzier than no AA no MS before the patch and no AA after the patch.  And actually, I'm fine with that since AA does drag down performance in many of todays games, and The Settlers 7: Paths to a Kingdom would be no different.

Perhaps they'll be able to fix it in another patch or maybe they think this is the way it is intended to work.  Personally now it's just too soft, if they could somehow turn down the softness it might help to give us smoother edges while not being too soft as it is now.
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