官方影片:(尚无中文字幕)
http://youtu.be/N22cMOqjx0k
- regarding the GPU, the minimum detail requirement is 256 MB VRAM, but for
maximum details the requirement is 2GB VRAM
最低画质设置时,GPU 需求为 256MB;最高设置时为 2GB
- GPU calculates the scene graphics, while the CPU (processor) is responsible
for various calculations, like physical model, shell trajectory,
client-server communication, sound, HD model track movement etc.
GPU 负责绘图;而CPU 负责各式运算,像是弹道、资料同步、音效、HD履带移动等
- regarding RAM, you need at least 2GB, but if you want to play comfortably,
you need 4 GB and more
RAM 最少需要 2GB,但若要玩的顺需要 4GB 以上
(译者:64 位元系统王道)
- technically it’s possible to play even with 1GB, but then you’ll get
freezes, caused by loading of data from the HDD
只用 1GB RAM 理论上程式可运作,但会碰到定格,以等待从硬盘读取资料
There is a “recommended settings” button in the setting. It launches two
tests: one is testing the processing speed of geometry (CPU), the other the
processing speed of textures (GPU). As a result one of five profiles will be
selected automatically based on the data recieved.
‘推荐’的按钮会启动两个测试:测试运算能力(CPU)以其处理材质的能力(GPU)。并
依测得的资料决定设置于五个等级中的哪一个
- if the game runs on less than 60 FPS, it’s better not to enable V-sync and
Tripple Buffering (in general graphics tab) at all, as both can cause
performance loss
若 FPS 低于 60,请关闭‘垂直同步’以及‘三重缓冲’
- some settings have no effect on FPS whatsoever, like the gamma setting,
colour filter and its intensity, colorblind mode
有些设定不影响 FPS:亮度、滤镜及其浓度、色盲模式
- theoretically, in fullscreen mode, FPS should be a bit higher (because in
window mode the GPU has to render the desktop as well), but in praxis this
does not always happen, it really depends on the PC configuration
理论上来说,全萤幕模式 FPS 应该较高一些(视窗模式还要运算桌面);但经验上来说
这不一定,要看电脑配置
- decreasing game render resolution does increase FPS, try this using
(rshift+plus) or (rshift+minus)
降低‘3D渲染分辨率’能提高 FPS,请用‘右Shift’+‘+’和‘右Shift’+‘-’调整
(译者:应该是能降低显卡压力;我家 CPU 烂,感觉差异不大)
- the most radical way of increasing FPS is enabling standard graphics (“old
render”), which lacks many features of the new (“improved”) one, for
example the new render can process up to 1000 light sources, while the old
one has only one (the sun), there are differences in anti-aliasing as well,
where the old render “smoothens” the entire image (MSAA, CSAA methods)
while the new render uses Nvidia technology to smoothen the separate object
edges, which is more GPU-requiring. In the future, there will be yet another
(better) render implemented – Temporal Anti Aliasing
更强烈的手段是将画质设定在‘一般’(旧绘图系统)。这将丧失掉一些功能;例如新系
统可以处理1000个光源,但旧系统只能处理一个。所用的反锯齿也会不同;旧系统是处理
整个画面(MSAA、CSAA),而新系统是用 Nvidia 的技术对个别物件进行反锯齿。
未来将引入更好的系统:Temporal Anti Aliasing
- Field of view influences performance, as the higher it is, the more objects
have to be rendered in a frame. Regular human FOV is cca 95 degrees. Large
FOV gives you the effect of the tank moving faster, as the objects move
faster at the edges of the screen. It’s possible to set minimal and maximal
FOV depending on zoom.
视野范围会影响效能:较高的设定代表有较多物件需要运算。正常人类视野范围约95度。
较大的数值会让车辆行进速度感觉较快,因为萤幕边缘的物件将移动较快。可依缩放等级
设置不同的视野范围参数
(译者:使用 Zoom-Out 模组也会使效能下降)
- regarding texture quality, the highest texture setting is available only in
improved render and in 64bit systems, but of course requires more video memory
贴图品质:只有在使用‘增强画质’并且是64位元作业系统时才能使用‘最高’设置,因
为需要大量内存
- the best way to optimize shadows is not to switch them off, but to put them
on minimal enabled setting (“low”), as they render very effectively that
way without performance loss
阴影的最佳设置不是‘关闭’,而是设置在‘低’,这时的效率很好不会降低效能
- grass in sniper mode influences both gameplay and performance, cybersports
players always disable it
‘狙击模式下显示杂草’会影响游戏以及效能,电竞选手都不会开它
- removing additional graphics effects (upper right corner of the advanced
graphic settings tab) can improve performance (it removes the quality of
explosions and such, you will only see “sparks” and tracers), but it’s
better to set them on “low”, so you see the explosions (which help your
situational awareness). The real difference between “disabled” and “low”
is only several FPS.
关闭‘最大特效品质’能提升效能(会关闭爆炸之类的特效,只会看见火光及砲弹轨迹)
,但建议至少要开到‘低’(能让你更了解战场环境)。关闭和‘低’之间只会差几张
FPS。
- vegetation settings regulate the presence of grass and such – on maximum
settings, there’s 12 times more grass than on low settings
‘植物密度’将会调整杂草之类的显示:‘最高’显示的杂草会是‘低’的12倍
- post-processing handles the post-effects after death, “hot air”
shimmering effects and such, this is not recommended for weak computers
‘后处理’掌管死后特效、空气对流模糊之类的特效。低阶电脑勿用
- track effects deal with mud and water flying off from the tracks, this
influences performance only a little
‘履带扬尘效果’掌管履带带起之尘土以及水花;对效能只会有一点影响
- landscape quality sets the distance, at which the quality of landscape gets
simplified. On minimal settings, there is a noticeable difference between
server and client perception of landscape (basically, you don’t see a
terrain feature while it is there), which can lead to you firing and the
shell hitting the terrain. Maximum settings do stress the CPU. It is
recommended to use at least medium settings.
‘地面品质’掌管距离多远的地貌才会被简化。‘最小’设置时,你看到的地貌和伺服端
的会有可见的落差,可能导致意外挖地瓜。但‘最大’设置需要较多 CPU 资源。建议至
少设置在‘中’
- water quality changes the water render (waves in water and such), decal
quality influences the display of “decals”, which are small objects that
make the map look realistic, specifically the distance their render at and
their quality
‘水面品质’决定水体的效果;‘贴花品质’决定小物件的显示距离及品质,让战场更逼
真
- object quality setting influences the LOD (level of detail) the objects in
the game use – objects in the game have various quality levels (details and
such), buildings have 3, tanks have 5. Using the best quality model all the
time is not possible, that would influence the performance a lot. Therefore,
the further you are from an object, the simplier (lower LOD) object is used.
With the maximum setting, the quality models will appear at higher distance,
on low settings you will get low LOD at short distances
‘物件动态光’将会影响游戏中物件的细节显示等级。物件有许多细节显示等级,如房屋
有三级,车辆有五级。全部物件都使用最高等级将严重影响效能,所以不可行。故,距离
越远的物件,其细节显示等级越低。本设定将影响距离跟等级间的关系,设定越高,物件
细节会在越远处就显示,反之亦然
- the same principle applies to tree settings (various LOD, distance at which
they display changes)
‘树叶品质’设定遵循相同原则(依距离改变品质)
- disabling the leaf render of bushes at short distances (lower left corner)
might improve FPS a bit on weak computers
关闭‘树叶透明度’或许在低阶电脑上有点效果
- the “render range” setting does NOT influence vehicles – those are
always displayed, but it influences less important things, like small
objects, trees and such
‘绘制距离’不会影响车辆显示,只会影响不重要的东西,像是小物件或树之类的
- motion blur is not recommended for weak computers and for PC’s with 30
average FPS or lower
低阶电脑或是 FPS 小于 30 的时候不建议开启‘动态模糊’
- dynamic effects does help in battles with a lot of shit blowing up around
you, it just simplifies the effects and sets lower LOD when the FPS drops too
low (below 30 FPS), below 10 FPS it disables the effects altogether
‘动态化变更效果品质’在战斗中的混乱状况下会有帮助,它会简化特效并在 FPS 低于
30 的时候时将‘物件动态光’设为‘低’,在 FPS 低于 10 的时候关闭它
http://ftr.wot-news.com/2015/01/27/how-to-get-more-fps-in-wot-video/
补充:EasyToolZ 也可提升使用多核 CPU 之效能,个人测试有效