JDC
August 6, 2018, 10:43am
1
There are two optimizations present that make the game look noticably worse, I will go over both.
What is shown in this image is the presence of Ordered Dithering, examples here:
Ordered dithering is an image dithering algorithm. It is commonly used to display a continuous image on a display of smaller color depth. For example, Microsoft Windows uses it in 16-color graphics modes. The algorithm is characterized by noticeable crosshatch patterns in the result.
The algorithm reduces the number of colors by applying a threshold map M to the pixels displayed, causing some pixels to change color, depending on the distance of the original color from the available color entries...
This dithering is caused by the Post Processing Quality being set to Medium or higher.
As shown, the room looks far less compressed on Low than on Ultra, both images are PNGs.
Now I do not have a name for what this is, but this should be adjusted through the View Distance. Seeing how it remains untouched by said graphical option.
This is due to real-time AO. It does dithering to make it faster to render.
3 Likes