Model
An object's framework of vertices, edges and faces. It defines the shape and silhouette, and the number of faces determines how smooth the curves turn out.
3D models (in Russian)
An independent magazine about graphics in video games. Not a school or courses; does not teach or issue any documents; sells nothing; not connected with the former site on this domain.
Mechanics
In a fraction of a second, a game does an enormous amount of work: it places the models, wraps textures around them, decides how each surface responds to light, draws the shadows and finally layers the last effects over the image. Once you understand these stages, it is easier to see why some settings barely affect smoothness while others eat into it noticeably.
A game frame is like a theater stage where the sets, costumes, lights and smoke are put back in place many times every second.
How this section works: we describe the general path a game takes to build an image, without technology names and without numbers. The stages work a little differently from game to game, but their order is almost always similar.
Six layers that make up the picture on your screen.
An object's framework of vertices, edges and faces. It defines the shape and silhouette, and the number of faces determines how smooth the curves turn out.
3D models (in Russian)
An image stretched over the model like a wrapper. It adds color, patterns, cracks and lettering that the shape itself doesn't have.
A set of rules for how a surface behaves in light: whether it shines or stays matte, lets light through, looks rough. Thanks to the material, the same framework can become stone or glass.
The light sources in a scene: the sun, lamps, fire and light bouncing off walls. Lighting does more than anything else to set the mood of a frame.
A separate calculation of where light can't reach. Soft, accurate shadows are expensive for a computer, which is why their quality is one of the first options in the settings menu.
The finishing touches on top of the finished frame: motion blur, glow around bright areas, a color filter, film grain. They give the picture character, but not everyone likes them, and many can be turned off.
Object edges (in Russian)
Usually the heaviest option. In motion, the medium level is often almost indistinguishable from high, yet it noticeably lightens the load on your system.
Fog with light shafts and reflections in puddles and windows look great but take a lot of calculation. Drop them one notch and check whether you can see the difference while actually playing.
The farther a game shows detailed objects, the more it has to draw in every frame. A small reduction rarely catches the eye.
If the menu has this option, it lets the game draw a slightly smaller picture and stretch it to fit the screen. That is gentler than lowering the resolution across the board.
Turning off motion blur, film grain and some filters gives a small boost and sometimes makes the picture cleaner, too.
Texture quality depends more on the amount of memory than on speed. If you have enough memory, you can keep them high with almost no loss in smoothness.
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.
A plain-language dictionary of game graphics: terms about models, light and materials, plus the options you see in the settings menu.
What to look at in a game's graphics besides the amount of detail: style, scene readability, light, animation, smoothness and accessibility.
Answers about the magazine, graphics settings, screenshots, photo mode and the risks people take when installing third-party mods.
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.