Overwatch Graphics

Overwatch Graphics




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Overwatch Graphics

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Blizzard announced in January that Overwatch had surpassed the 25 million player milestone, but despite being nearly a year old, there’s still no standardized way to benchmark the game. We’ve developed our own method instead, which we’re debuting with this GPU optimization guide.
Overwatch is an unusual title for us to benchmark. As a first person shooter, the priority for many players is on sustained high framerates rather than on overall graphical quality. Although Overwatch isn’t incredibly demanding (original recommended specs were a GTX 660 or a Radeon HD 7950), users with mid-range hardware might have a hard time staying above 60FPS at the highest presets. This Overwatch GPU optimization guide is for those users, with some graphics settings explanations straight from Blizzard to GN.
Drivers used were 378.92 and 17.3.1.
In order to kill two birds with one stone, we used our standard case testing system installed in the Fractal Define C (reviewed) . Normally, this system has an MSI GTX 1080 Gaming X installed in it, and we used this to establish a baseline “best possible” scenario. After a couple of matches against real players at all epic settings on Oasis, the ingame framerate averaged out at 187.5 FPS (just a coincidence, not the GTA V Curse ). The other two cards chosen were an MSI GTX 1050 ($115) and an MSI RX 480 Gaming X . This gives us fairly wide coverage of the GPU stack, without multiplying workload by insane amounts. Here’s a preview of how they fared, establishing our launching point for content:
Clearly, there’s some room for optimization. This isn’t a strict apples-to-apples comparison, since the 480 and the 1050 were tested according to a strictly standard procedure whereas the 1080 was not, but it’s enough to show that the GPU is clearly a bottleneck in the case of the two lower-end cards. Most of our preliminary tests were performed on the 1050, since it performed worse and had more room for improvement. This meant we could more clearly see the settings that impacted GPU-bound performance.
When we refer to the “maximum settings” in this article, it means individually setting each graphics option to its maximum value and vice versa with the minimum. The “Epic” and “Low” presets don’t actually do this for every setting, and things like texture quality and anti-aliasing may not get pushed all the way up or down by the presets. It also seems that presets will sometimes scale with the hardware used, meaning they don’t necessarily have a hard definition.
All testing was done at 1920x1080, a reasonable resolution for an average Overwatch player trying to squeeze some extra performance out of their GTX 1050. Render scale was set to 100% for all tests (this has a tendency to be changed for mysterious reasons), and the framerate cap was set to 300, the highest possible. Field of view was configured to the maximum 103 degrees.
For a thorough explanation of individual graphics settings, please refer to our earlier article from the Overwatch beta. After publication of this article, the Overwatch dev team reached out to GamersNexus to clarify some individual settings, and we’re relaying those clarifications here, keeping in mind that these explanations are nearly a year old and have had some names updated since.
“Local Fog Detail” – we have several different layers of fog in Overwatch. Local fog is the volumetric effect of light scattering around the camera – the fog that causes crepuscular rays. The other layers of fog we count as distance fog, which is more in line with traditional fog in other games. The local fog detail settings controls the amount of time the engine will spend computing local fog – the higher the setting, the more detailed (and costly) the local fog will be. In general, most hero abilities don’t interact with the local fog, but there are several that do.
Model detail caused some issues with the landmark we were using in the practice range
“Model Detail” – this pushes the LOD of all meshes, _except_ the first person models. At lower settings, this also removes cosmetic only meshes. Reducing the triangle throughput improves the performance of the game on low end GPUs but reduces visual quality and physics detail. Unfortunately, many of the top players like to play with low settings, to reduce clutter. Kind of makes me sad, but I understand why they do it.
“Local Reflections” and “Dynamic Reflections” – we have multiple layers of reflections in Overwatch. These two settings allow the user to disable / enable them, and in the case of dynamic reflections, select the desired quality. Local reflections use cube maps we’ve baked offline, so the cost for that layer is fairly small, although on non-discrete GPUs we need every bit of performance, so they are good to turn off there. Dynamic reflections use the rendered scene to compute real-time reflections. This effect can be expensive depending on the quality selected.
“Translucent Shadow Detail” – controls the casting of colored shadows from translucent objects (ie, glass) and effects (smoke). It’s hard to see this in action, but you can see it in Numbani from the windows on the bus if you look closely.
“Dynamic Ambient” – this is poorly named, and I need to think up another name. [Ed. note: this setting is now gone] This controls the ability of lights to dynamically update the ambient light in a map. This is mostly a CPU side cost, so it’s best to turn off when you are running on limited core / slow CPU.
“Anti-Aliasing Quality” – For the different levels of SMAA, this controls the effort the SMAA shader will put in to find / smooth edges. We don’t do any of the SMAA 2x/4x modes. For super-sampling, we use render scale.
“Simple Ambient Light” – this controls the quality of ambient light on larger objects like trees. [Ed. note: this setting is also gone]
In order to design a standard test procedure, we first went to the practice range. Overwatch’s practice range is a small map filled with generic dummy robots, and although it’s extremely reliable in terms of repeatable performance, we didn’t believe it could represent actual gameplay performance. Instead, using the GTX 1050 and starting at the maximum settings, we turned down each feature one by one and determined which ones had a real impact on performance. Tests were performed by selecting Tracer on the Practice Range map. This establishes a baseline, but is by no means a complete test procedure. We’re only doing something so simple to get an immediate, rapid understanding of what the game’s settings do. Our next set of tests will compare performance of the settings in bot matches.
Here are those results, sorted by framerate:
Obviously dynamic reflections, shadows, and local fog detail are worthy of attention. Graphics settings are a matter of personal preference with regard to visuals, but texture and model detail are two of the most vital options for appearance, and thankfully neither one immediately appears to affect the framerate. Texture quality is also the most dependent on VRAM, given that higher quality textures (of higher resolutions) will require more video card memory.
Of note, toggling Dynamic Reflections results in a 43% improvement from baseline, toggling Shadows results in a 14% improvement over baseline, same for fog, and disabling AO gives us 8% back.
VRAM request size at maximum settings never reached 2GB, and it won’t be a concern for most modern cards. Dolby Atmos (surround sound for headphone users) isn’t a graphics option and was left off for all tests, since it didn’t have any noticeable effect on framerate. Finally, at minimum settings, a theoretical maximum of 207 FPS was established (indicating a constraint elsewhere). This was encouraging because of the 300 FPS framerate cap: if the 1050 wasn’t hitting the cap in the practice range at minimum settings, then it would probably never do so during our real tests.
Highest vs medium vs lowest settings in the practice range
For “real” tests, we fought bot matches with the same team composition, same bot difficulty (medium), same map (Numbani), and the same objective (attack) each time, and got very consistent results. Framerates were logged from the moment the doors opened to the moment that the match ended with slow motion. In order to verify that this was a valid test method, we logged FPS in matches against real humans on Numbani and Hollywood. Those results:
Although there’s some slight variance -- more because of the semi-random nature of matches -- this indicated that the test with bots was effectively identical to a test with humans. If anything, the bot match may have been more intensive (bot matches aren’t hosted locally -- don’t worry), but the reality is that these numbers, given all the variables of a match, are “effectively equal.”
With that settled, we moved on to testing individual settings. As mentioned above, dynamic reflections, shadows, and local fog were the top candidates for optimization. We also chose to test effects detail, lighting, and refraction, since we felt that these were options that didn’t have a real chance to affect things in the practice range and could contribute to 1% and 0.1% dips ingame.
The trends seen in the practice range continued in-game, although the actual framerates changed drastically. The maximum improvement again resulted from disabling dynamic reflections, but the 0.1% Low remained at 45 FPS. Turning down effects detail, lighting, and refractions produced framerates indistinguishable from the maximum settings, even in the 1% and 0.1% Lows. This confirmed our choice of three top candidates for optimization.
Getting rid of Dynamic Reflections, now in our bot match for real-world representation, frees-up a 30% increase in average FPS. For Shadows, we see a 17% improvement, while setting everything to low (from Epic) posts a maximum possible change of 210%.
On the GTX 1050 , simply turning these three settings down to medium keeps framerates above 60FPS the vast majority of the time (50% improvement, jointly). Disabling them completely gave 117FPS average (95% improvement, jointly), 69FPS lower than turning every single setting to the minimum.
The RX 480 often bumped up against the 300FPS cap when all settings were turned down, so the 267 FPS average is below what it could be without said cap. At maximum settings, the 0.1% Low was still above 60FPS, which is perfectly playable; however, with the three relevant settings disabled, the 0.1% Low rises to nearly 120FPS--good news for owners of 120Hz monitors with a strict zero-tolerance policy.
Scaling here shows medium settings boosting from our 99FPS baseline by 44% -- comparable to the GTX 1050’s scaling. We see ~81% improvement by disabling reflections and shadows.
For users experiencing a GPU bottleneck in Overwatch, the order of settings to experiment with is this: dynamic reflections, shadow detail, and local fog detail (and then maybe ambient occlusion for the truly desperate). Other settings don’t significantly affect the GPU and will decrease quality with no benefit. Shadows are often a useful indicator of enemies, and turning them completely off is generally unnecessary--and the same goes for the other settings. This is hardly a formal benchmark, but turning these three settings to medium and every other setting all the way up has consistently given us 70+ FPS even with an old R9 285. This strategy will not apply to users who are experiencing a CPU bottleneck, as we did not test for CPU performance limitations or scaling.
Editorial, Test Lead: Patrick Lathan Video Host: Steve Burke Video Production: Andrew Coleman
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Overwatch , Blizzard’s highly-anticipated team-based shooter, is moving into closed beta today. If you have a GeForce GTX GPU , and GeForce Experience installed, we will make sure you get the best gaming experience with Optimal Playable Settings. If however you are looking to gear up for the Overwatch Beta with a new GPU, our NVIDIA recommended GPUs will deliver an experience The Way It’s Meant to be Played.
The system requirements for the closed beta are as follows, giving you a good idea of the system you’ll need to enter the action.
If you’re currently equipped with the minimum required system, you’ll be blasting foes at around 30 frames per second at 1280x720, at the lowest detail levels. Stepping up to the recommended system ups your framerate to 60, your resolution to 1920x1080, and detail levels to Medium.
These previous-generation cards are no longer available to purchase, however, so if you’re looking to build a system for Overwatch today, or to upgrade an older rig, what GPUs should you be targeting for 1920x1080 and above?
The $159 GeForce GTX 950 is the GPU of choice for 1920x1080, 60 FPS, Medium detail gameplay in the Overwatch Closed Beta. Increasing detail levels will require a faster card, such as the $329 GeForce GTX 970 , which is also recommended for 60 FPS, High detail gameplay at 2560x1440.
For 4K (3840x2160), the $649 GeForce GTX 980 Ti is required to power the action at this highly demanding screen resolution.
Each GeForce GTX 900 Series GPU supports all of our latest technologies, such as Dynamic Super Resolution , Multi-Frame Sampled Anti-Aliasing , HBAO+ , PhysX , TXAA , and G-SYNC . Of these, G-SYNC is particularly beneficial in Overwatch, giving you a smoother, more responsive experience thanks to innovations that changed the inner-workings of computer monitors. Learn the specifics of how G-SYNC can enhance your Overwatch experience on our G-SYNC technology page .
If you’ve yet to sign up for the Overwatch Closed Beta, and future beta test weekends, you can do so here . And for more Overwatch news, follow Blizzard’s accounts on Twitter and Facebook .

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By Eddy Baker February 14, 2017 7 Comments


It doesn’t matter if you have the best gaming monitor already, as you also need to change the Overwatch video settings in order to get an advantage over your opponents. With these Overwatch settings, you will ready to stomp your opponents if you have the necessary skills for it. Applying these settings definitely helps, but it does not make you a pro immediately.
Also, if you have a good gaming mouse , you may want to optimize your mouse settings as well. We are going to list the best mouse settings for Overwatch in this guide as well very soon, so stay tuned.
Your main goal is to get as much FPS as possible and remove as much clutter on the screen as possible. This will optimize your view and will give you a slight advantage over others. These settings will maximize your FPS and at the same time minimize screen clutter on your screen. And don’t worry, these settings will not make the game look horrible.
Reaching that magical 144 FPS should be your main focus. Therefore, it is important that you invest in a 144Hz monitor if you want to get the most out of your gaming rig. Once you buy a 144Hz monitor, it’s certain that you’ll never be able to back to 60Hz again. If you have a 60Hz monitor, you should aim at getting 60 FPS instead, and this isn’t had to get.
This guide is intended to give you the best and perfect settings for competitive gameplay. We have analyzed professional Overwatch players and seen what settings they use. Here are the best video settings for Overwatch:
We recommend that you pick the highest possible resolution as long as you can choose the highest possible refresh rate your monitor supports and you can get frame rates that high. If not, you can lower your resolution to get get frame rates in Overwatch.
Just set this setting to the highest value as a higher number means a wider vision you are able to see in your monitor
Use an aspect ratio of 16:9 (widescreen). Using an aspect ratio of 21:9 (ultrawide) will cut off roughly 30% of your field of view as opposed to giving you a wider FOV, which is what you would expect from an ultrawide monitor.
Having Vsync enabled will increase your input lag, which is the last thing you want in competitive FPS gaming. Vsync will eliminate screen tearing, but it’s simply not worth it. It’s better to use better alternatives, such as FreeSync or G-Sync .
This can cause an increased input lag as well, so disable this as well. Only turn it on if you want Vsync on, which you shouldn’t do anyway
If your monitor supports FreeSync or G-Sync, you will have the option to pick “Display Based” here, which you should do. This will synchronize the FPS of the game with your monitor’s refresh rate and thus eliminating screen tearing. If you can’t pick that option, set it at “Off”, as you want the highest FPS possible.
Clicking on the “+” symbol next to “Advanced” in order to see all the graphics quality settings. Here are the best settings you can select here:
Setting this to lower than 100% will make everything look very bad and pixelated. Having it set above 100% will make your FPS decline drastically and you won’t be able to see the difference anyway.
Only set this to higher if your GPU can handle it and do so consistently. You need those 60 FPS (on a 60Hz monitor) or 144 FPS (on a 144Hz monitor) numbers! If you need more FPS, you can set it to low, but it will make everything look bad and pixelated.
The quality improvements are not really noticeable. Keep this at low for optimal performance, unless your GPU can handle a higher setting.
You don’t want fog blocking your vision, do you? And on top of that, it will decrease your FPS. Keep this on low.
It’s not worth it to have this setting enabled.
You don’t want this off, since you want to be able to see the shadows of your enemies (in corners, etc.). Setting it to low is optimal in terms of FPS.
When this setting is on anything else besides “Low”, you will get your vision blocked by random bushes around the maps. You will also get a little more FPS.
The effects will still be clearly visible even on the “Low” setting, and you will see great performance gains.
You don’t want to get blinded by looking at light, do you?
Having this setting on “Low – FXAA” is definitely worth it, as you will only see a drop in FPS of around 3 percent. This will give you smoother edges in Overwatch and if you turn it off, the edges will look really bad.
This is the quality of light as it passes through objects or mediums. Having this setting at “Low” is the most optimal setting.
The quality of in-game screenshots.
Having this setting turned off is the most optimal setting as it provides no real value and you will get better FPS if you have it disabled.
This will add more depth to light and shadows in Overwatch. It will also increase your FPS by quite a bit, so it is worth turning off.
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