Settings: Difference between revisions

Display mode: what each mode does
Tabs as the game names them; Detect Best Settings; 3D Audio, Physics Effects, Shadow Detail Off, Model Detail Lowest, Shader Detail
 
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[[File:Settings icon.svg|64px|right|The Settings button]]
[[File:Settings icon.svg|64px|right|The Settings button]]
The '''Settings''' window is reached from the main menu or the pause menu. Change what you want, then press '''Apply''' to try it or '''Save''' to keep it; '''Cancel''' throws your changes away.
The '''Settings''' window is reached from the main menu or the pause menu. Change what you want, then press '''Apply''' to try it or '''Save''' to keep it; '''Cancel''' throws your changes away. Hover over a setting to see what it does.


== Interface ==
== Detect Best Settings ==
* '''Embed''' the server browser, chat window and other tool windows inside the game, or untick to give each its own window (useful on a second monitor).
On a fresh install, TeamSpec checks your PC (graphics card, processor, memory and screen), runs a short benchmark, and suggests settings that keep the game at your screen's refresh rate. Run it again any time with '''Detect Best Settings''' at the bottom of the Settings window.
 
The benchmark plays a recorded fight between 20 players on [[Soulhouse]], so it measures how hard a big fight works your processor as well as your graphics card. Started during a match, it first asks you to leave the server, then measures and returns you to the main menu.
 
Every suggestion is shown as its own card: change it, keep your current value, or discard them all. It never turns on anti-aliasing, it only lowers Render Scale as a last resort, and it keeps 3D Audio on unless your processor needs the help.
 
== General ==
* '''Show Hints:''' the popups that explain something the first time you meet it, such as each [[Game modes|game mode]] the first time you join one. '''Reset Hints''' shows them all again.
* '''Embed''' the server browser, console, performance monitor and chat window inside the game, or untick to give each its own window (useful on a second monitor).
* '''Steam Cloud:''' sync your settings, and separately your custom classes, between computers.
* '''Steam Cloud:''' sync your settings, and separately your custom classes, between computers.
* '''Who can join your party:''' open to friends, or invite only.
* '''Who can join your party:''' open to friends, or invite only. See [[Parties]].


== Audio ==
== Sound ==
* Master volume and output device.
* Master volume and output device.
* Footsteps volume.
* '''3D Audio:''' hear where every sound comes from: above you, behind you, around a corner or through a wall, with the echo of the place you stand in. Off plays sounds the simple way, louder near and quieter far and panned only between left and right, which saves a slow processor some work. With it off, the headphones, echo, wall and ambience settings below it do nothing.
* Hit sound (with a separate headshot sound), hurt sound and heal sound, each with an on/off switch and its own volume. The heal sound plinks as the player you heal fills up and chimes when they are full.
* '''Headphones (HRTF):''' for headphones, every sound is heard as your head would hear it, so you can tell front from back. Untick for speakers.
* '''Room Echo & Reverb''', '''Wall Muffling''' and '''Ambience Room Effect:''' how much the place you stand in colors what you hear, how much a wall muffles a sound behind it, and how much walking into a cave or a building dulls the map's ambience.
* Volumes for footsteps, the map's ambience, your own and everyone else's bullet impacts (and how far away an impact can be heard), voice lines and your god's whispers.
* Hit sound (with a separate headshot sound), hurt sound and heal sound, each with an on/off switch and its own volume, and how far gunfire dips while a hit sound plays. The heal sound plinks as the player you heal fills up and chimes when they are full.


== Video ==
== Graphics ==
* '''Display:''' display mode (windowed, borderless windowed or exclusive fullscreen), field of view, viewmodel field of view, draw viewmodel, own shadow. Borderless windowed fills the screen as a window with no edges: tabbing in and out is instant, and other programs can appear on top of it. Exclusive fullscreen takes the whole screen for itself, keeps the game's tool windows (console, chat) inside it, and minimizes when you tab away; because it covers the screen exactly, it can feel a little more responsive than borderless. At your desktop resolution neither mode is slower than the other. Exclusive fullscreen can also run your screen at a different resolution, aspect ratio and refresh rate: a lower resolution looks blockier but can raise your frame rate on a slow graphics card, and the screen goes black for a moment when it switches and each time you tab out and back in. Press {{Key|F11}} at any time, in a match, a replay or the menus, to switch between windowed and borderless windowed (from exclusive fullscreen it goes to windowed); the choice is saved as your display mode.
* '''Display:''' display mode (windowed, borderless windowed or exclusive fullscreen), field of view, viewmodel field of view, draw viewmodel, own shadow. Borderless windowed fills the screen as a window with no edges: tabbing in and out is instant, and other programs can appear on top of it. Exclusive fullscreen takes the whole screen for itself, keeps the game's tool windows (console, chat) inside it, and minimizes when you tab away; because it covers the screen exactly, it can feel a little more responsive than borderless. At your desktop resolution neither mode is slower than the other. Exclusive fullscreen can also run your screen at a different resolution, aspect ratio and refresh rate: a lower resolution looks blockier but can raise your frame rate on a slow graphics card, and the screen goes black for a moment when it switches and each time you tab out and back in. Press {{Key|F11}} at any time, in a match, a replay or the menus, to switch between windowed and borderless windowed (from exclusive fullscreen it goes to windowed); the choice is saved as your display mode.
* '''Photo mode:''' choose what the photo mode key hides (HUD, viewmodel, legs, own shadow).
* '''Photo mode:''' choose what the photo mode key hides (HUD, viewmodel, legs, own shadow).
* '''Environment effects:''' reflections, ambient occlusion, indirect lighting, global illumination and volumetric fog. These are permissions: unticking always turns an effect off, ticking only allows it where the map uses it.
* '''Environment effects:''' reflections, ambient occlusion, indirect lighting, global illumination and volumetric fog. These are permissions: unticking always turns an effect off, ticking only allows it where the map uses it.
* '''Quality:''' shadow softness, occlusion culling, texture compression.
* '''Quality:'''
** '''Render Scale''' and '''Upscaling:''' draw the 3D world with fewer pixels and stretch it to fill your screen. It is the biggest speed-up there is for a slow or built-in graphics card: 75% draws about half the pixels, 50% a quarter. FSR 1.0 keeps the picture closest to full resolution. The HUD, menus and text always stay sharp.
** '''Shadow Detail''' (Off to Ultra): how sharp shadows are and what casts them. Low keeps only the sun's shadow. Off turns off every shadow, the sun's too, which makes it harder to tell where someone is standing, so pick it only when everything else is already low; the lighting baked into the map stays.
** '''Effect Lights:''' whether fire, rockets, explosions and other weapon effects light up the world around them. Off keeps the effects and drops only their glow.
** '''Model Detail''' (Lowest to Ultra): how soon characters, weapons and props switch to their simpler versions as they get farther away, and how many bodies stay on the ground at once (4 to 12). Lowest draws everything at its simplest version, even right in front of you.
** '''Shader Detail''' (Low, Medium or High): draws the most expensive surfaces a cheaper way. Medium draws water without the bent view of what is under it. Low also draws water as an opaque surface; ground, leaves, glass, frost and ice more plainly; bullet holes without their 3D depth; fire, smoke, flames, explosions and the heal beam with fewer layers; and the [[Thermal Void]], the [[Bauble of Condensed Air]], the view underwater and a scope's view without their lens effects. Characters look the same at every level.
** '''Shadow Quality''' (how soft shadow edges are), occlusion culling and texture compression.
* '''Anti-aliasing:''' MSAA 2x, 4x or 8x, plus an FXAA or TAA pass.
* '''Anti-aliasing:''' MSAA 2x, 4x or 8x, plus an FXAA or TAA pass.
* '''Combat effects:''' impact particles, muzzle flash, particle detail, decal limit (bullet holes and scorch marks).
* '''Combat effects:'''
** Impact particles, muzzle flash, particle detail, and the decal limit (bullet holes, scorch marks and blood).
** '''Gore:''' bodies coming apart and blood on bodies and walls. Off, every body falls whole.
** '''Physics Effects:''' things thrown about just for show: bodies falling limp as they die, bodies and buildings blown to pieces, hair and coats swinging, and rings and wakes on the water. Off, a body lies down where it died in the pose it died in and stays put, a destroyed building goes in a puff of smoke, and the water stays calm. It saves your processor work in big fights, changes only your own screen, and takes effect from the next death or explosion.
* '''Performance:''' V-Sync (off, on or adaptive), max FPS, threaded rendering and graphics API (Vulkan or Direct3D 12), the last two after a restart. To pick these for one launch without opening the game, see [[Launch options]].
* '''Performance:''' V-Sync (off, on or adaptive), max FPS, threaded rendering and graphics API (Vulkan or Direct3D 12), the last two after a restart. To pick these for one launch without opening the game, see [[Launch options]].


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See [[Voice chat]].
See [[Voice chat]].


== Mender ==
== Weapon Specific ==
'''Hold to heal''' chooses whether the [[Mender]] needs the trigger held.
* '''Hold to heal''' chooses whether the [[Mender]] needs the trigger held.
* '''Always Show Charge''' keeps the [[Zappinator]]'s and the [[L.E.B.]]'s charge percent under the crosshair whenever the weapon is out, not only while it charges.


{{Game nav}}
{{Game nav}}
[[Category:Gameplay]]
[[Category:Gameplay]]