You're Using the WRONG Settings. Use These Instead.

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Everyone is using the wrong visual  settings for Chapter 3. I’m about to   show you how to access hidden settings,  why you shouldn't cap your framerate,   and all the best Visual Settings for Chapter 3. Starting with Rendering Modes: Performance mode   is still by far the best. There’s a clear decrease  in input delay on performance mode when compared   to DX11 and DX12. However, on the backend,  Performance Mode actually still uses DirectX 11   to render the game. So when you’re on DX11  mode, the settings that you change carry over   to performance mode, even though you can’t change  them from the settings menu on performance mode.   So in order to get the best settings, we have  to swap to DX11, change all of our settings,   and then change back to performance mode. If  you don’t believe me, look at this. The last   line here shows your monitor’s frame rate, and  Nvidia’s Reflex low latency settings. If it’s off,   both will say off. If it’s on, the U: will say  on. If you use On+ Boost (which you should) the U:   and B: both say On. Now when I swap my game back  to performance mode, both of them are still on,   telling us Nvidia Reflex low latency is  still active even on performance mode.  To understand what Nvidia Reflex does, you have to  understand how your PC renders frames. In short,   your CPU computes the frame, then sends it  to your GPU’s buffer, so the GPU can render   it once your monitor’s ready to show the next  frame. But if your monitor’s refresh rate was   lower than how fast your cpu’s sending frames, the  buffer would get backed up so the frames you see   are old frames. So what people started doing was  capping their framerate to whatever their monitor   was set to, so that the GPU’s buffer stays clear  and always renders the most up to date frame.   What NVIDIA Reflex does, is forcibly keeps the GPU  buffer clear, so that no matter your framerate,   your GPU always renders the most recent frame. So  there’s no reason to cap frames anymore with this   setting on, but people still do it because most  players have no idea how NVIDIA Reflex works.   Uncapping your framerate will lower your input  delay, regardless of your monitor’s refresh rate.  So make sure you’re on DX11 so we can see all  the settings. We’ll change back to performance   mode at the very end. Now let’s go top to  bottom. You always want to be on fullscreen,   because windowed fullscreen uses windows’  compositor that adds latency. And you should   use native resolution, don’t use stretched res.  I’m making a full video about that right now,   subscribe with notis on so you don’t miss it. For color settings, it’s very dependent on   the monitor that you use. The settings that  look the best for me, might look completely   different on your monitor. But in general, you  should use whatever settings make the game most   clear to you, on your monitor. What’s easy  for someone else to see, maybe hard for you.  For the graphics quality, you  want 3d resolution at 100%,   and view distance at medium. View Distance  doesn’t affect whether or not you can see enemies,   but it does effect how far away you can see  builds and loot. On Low you can see builds   from 270 meters and loot from 200 meters. On  Medium, builds are visible from 360 meters   and loot from 270 meters. And on Far and  Epic its 550 for builds, and 405 for loot.   Regardless of your view distance, you can’t shoot  enemies that are over 280 meters away. This makes   medium ideal since it’s far enough to let  you always see the loot when dropping in,   but low enough that you’re not going to be  rendering a bunch of extra builds from people   you can’t shoot anyway. If you really struggle  for frames in endgame, you can turn it to low,   but keep in mind you won’t be able to see loot  spawns like launchpads until you get a lot closer.  Everything else gets turned off or as low  as possible to get the most fps possible.  Time for advanced graphics. VSYNC and motion  blur both lower your fps, so turn them off.   You can show fps if you want, but it clutters  the screen so it’s better off. You always want   to allow multithreaded rendering unless you’re  on single-core hardware. But pretty much every   cpu made in the last decade has multiple  cores. GPU crash debugging, latency markers,   and latency flash are only for troubleshooting,  so turn them off. Reflex Low Latency goes to   On+Boost. On mode just keeps the GPU buffer clear  like I explained before, but On+Boost also forces   your GPU to run at full speed even when it’s not  under load, so that when you do need your GPU,   it’s already going full speed to render frames. Now going into the Game UI Tab, there’s a bunch   of clutter that we need to turn off.  The less stuff on screen, the easier   it is to see opponents in hectic fights. So  anything that’s useless, we’re turning off.  Spectator count – Off Reticle – On  Player Health – On Resources – On  Minimap – On Quickbar – On  Target Info – This is what shows you how much  health builds have; definitely need this on.  Pickup Loot Stream – This shows you how much loot  you picked up, but you can always see the total in   your inventory so it’s useless. Off Map & Backpack Keys – Off.  Elimination Feed – On. When you’re third partying  fights, its super useful to use the elimination   feed to know when to engage. Latency Debug Stats – Off  Net Debug Stats – This shows your  ping, and while it’s really inaccurate,   it does shows you when your lobby is getting  really laggy. In really stacked games I know   the lobby is lagging when it shows I have 0  ping, cause theres no way I’m getting 0 ping   from 1000 miles away from the server. On Quest Progress we can turn off and Reticle   Ammo Indicator shows, next to your reticle, how  many bullets you have left. It can be useful if   you aren’t used to checking your ammo count at the bottom right, but it’s blocking right next to your   reticle. And having anything block the screen  next to your reticle is bad. If you need it,   you can keep it, but I’d turn it off. Control Prompts – Off  Runtime Performance Stats – Off The Hud Scale changes how large all   the UI is. By default it’s huge, but you  also don’t want it so small you can’t see   it quickly. Around 75% is a good medium. Now that we’ve changed all our settings,   we have to change back to performance mode, and  restart the game. The only new option we have now,   is Meshes, High vs Low. Low meshes actually  have a negligible effect on your input delay,   so both high and low meshes are a viable  option. You can choose whichever one you prefer,   but if you want the specifics into  the pros and cons of each option,   I have an entire video dedicated to that here. So  go ahead and watch that if you haven’t. Farewell!
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Channel: Sly Jack
Views: 483,954
Rating: undefined out of 5
Keywords: Fortnite, Sly, Jack, SlyJack
Id: ZgEN0dKr7DU
Channel Id: undefined
Length: 5min 0sec (300 seconds)
Published: Sat Jan 22 2022
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