Affects the presence and quality of reflections off certain lights and objects. As this setting is increased, reflections become less flat and more sophisticated, particularly on the sidewalk to the right of Genji.
Testing reveals Dynamic Reflections has a major performance impact at all levels. It's far from a critical setting visually, so going so far as to disable it for a large performance boost (which still produces fine looking scenes) would not be unwise; Low and Medium still offer a large framerate increase while sacrificing a little less visually if you prefer a more measured approach.
Controls the amount of shadows and their depth in a given scene. As this setting is increased, a subtle but appreciable level of depth and realism is added to the scene.
The benchmark is perfectly in line with visual results, which is to say a moderate, steady performance impact is seen as this setting is increased. I recommend going for High if you can help it, and Medium or Off failing that.
Affects the presence and quality of various elements in a given scene (in this case, floor grates, computers, etc.). Truth be told, the only significant visual difference is seen when switching between Medium and Low; the latter strips out tons of objects entirely, whereas higher settings improve their fidelity in about as subtle a manner as possible.
The benchmark shows only the Low setting offers a performance improvement, and it's relatively small. Most should keep this setting at Ultra, with Low reserved for the desperate.
This setting should alter the quality, resolution, and maximum number of effects, such as those for explosions. However, the differences between Effects Quality settings are difficult to capture in games, so screenshots have been left out of this section.
Testing tells us only the Low setting offers any performance boost, and it's moderate. If you need the frames, feel free to try this at Low if you don't find the in-game action too dull as a result of lower quality and possibly fewer effects. Otherwise, leave it at Ultra.
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- Page 1 [Introduction, Testing Setup, & System Requirements]
- Page 2 [Display Mode, Resolution, Field of View, & Graphics Quality]
- Page 3 [Render Scale, Texture Quality, Texture Filtering Quality, & Local Fog Detail]
- Page 4 [Dynamic Reflections, Shadow Detail, Model Detail, & Effects Detail]
- Page 5 [Lighting Quality, Antialias Quality, & Refraction Quality]
- Page 6 [Local Reflections, Ambient Occlusion, & Final Thoughts]