Glossary
Game glossary
Graphics menus and talk about visuals are full of puzzling words: UV unwrap, normals, occlusion, draw distance. We've collected the most common ones and explained them the way you would to a friend who just wants to know what yet another slider in the settings means.
Knowing the word means seeing the thing. Once you've heard about the “stair steps” on edges, you start noticing them everywhere.
How this section works: the terms are split into three groups: model, light and material, and settings. The definitions are general: individual games may name options differently, but the meaning is usually the same.
Model
- Polygon
- One of the flat faces that make up a model's surface. Most often it is a triangle: both the hero's face and the mountain on the horizon are assembled from many such pieces.
- Vertex
- A point in space where edges meet. By moving vertices, creators change a model's shape, and during animation the skeleton moves them.
- Mesh
- The full set of a model's vertices, edges and faces. A dense mesh gives smooth curves, a sparse one gives angular shapes.
- UV unwrap
- A way of laying a model's surface out flat so an image can be applied to it. It is like a sewing pattern that a costume is later made from.
- Level of detail
- One of several versions of a model, from detailed to very simple. The game picks the right one depending on the distance to the camera.
- Skeleton
- An invisible set of bones inside a character. Animators move the bones, and the mesh obediently follows them.
Light and material
- Texture
- An image applied to a model according to its UV unwrap. It is responsible for the color and pattern of the surface.
- Normal map
- A special texture that tricks the light: a flat surface appears to have relief, with grooves and seams, even though the mesh stays simple.
- Roughness
- A material property that decides whether a highlight is sharp, as on glass, or blurry, as on an old wooden board.
- Ambient occlusion
- Subtle darkening in corners, cracks and where objects touch each other. It adds depth to a scene and seems to press objects to the ground.
- Reflections
- The image of the surroundings on smooth surfaces: in puddles, windows, polished metal. Accurate reflections take a lot of calculation.
- Shadow map
- The way a game remembers what a light source “sees.” The higher its quality, the sharper and steadier the edges of shadows.
Settings
- Resolution
- The number of pixels a frame is made of. The higher it is, the sharper the picture and the more work for your computer.
- Anti-aliasing
- Methods of removing jagged “stair steps” on object edges. Some smooth the edges at almost no cost, others slightly blur the whole picture.
- Draw distance
- How far away the game shows objects in detail. Beyond that line they are simplified or disappear.
- Frame rate
- How many new images the game puts out per second. The higher and steadier it is, the smoother the motion and the more responsive the controls.
- Vertical sync
- A setting that matches frame output to your screen's refresh. It removes image tearing but sometimes adds a slight input delay.
- Render scale
- An option that lets the game draw the frame at a smaller or larger size than the screen and then fit it. It helps you find a balance between sharpness and smoothness.
Read next
- Mechanics
How a game builds a frame: model, texture, material, light, shadow and post-processing, and what to turn down first when things stop feeling smooth.
- Guides
Guides to the picture: choosing graphics settings, taking great screenshots, reading a scene and finding out why a game stutters. Our article catalogue lives here too.
- 3D models (in Russian)
Archive page: what an in-game model is made of (mesh, UV unwrap, texture and levels of detail) and how to spot them yourself.
- FAQ
Answers about the magazine, graphics settings, screenshots, photo mode and the risks people take when installing third-party mods.
What we rely on
- Reference material on computer graphics (in general terms)
- Descriptions of graphics settings in game menus (in general terms)
- Blender School editorial material
We describe the general principles of game graphics. Every game lays out its settings menu differently, options go by different names and change with updates, so look for the exact wording in the game's own tooltips and help screens.