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World of Tanks 1.0- Graphics Settings Comparison

As you know, and if you didn’t know, now you will know for sure, this spring the long-awaited release of World of Tanks 1.0 took place, in connection with which the game was transferred to a more modern enCore engine and which brought the graphics in the game to a new level. In this review, we will consider and compare the effect of various graphic settings on the picture quality in the popular World of Tanks game from the Belarusian studio Wargaming.net. There are quite a decent amount of graphics settings in the game, which allows you to adjust it to almost any hardware configuration, except, perhaps, very ancient dinosaurs. So, into battle!

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Let's start with Smoothing, which has 4 modes: Ultra, Maximum, High and Off. As you can see from the screenshots, anti-aliasing in the game almost completely removes roughness. The difference is noticeable between all modes: when moving from Ultra to Maximum, on the one hand, the image becomes more "smoothed", but on the other, an unpleasant "soap" appears. The transition from Maximum to High removes blur, but the edges of objects become sharper and uneven, and turning off anti-aliasing is striking without additional comments.

 

 

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Moving on to Texture Quality, 5 modes: Maximum, High, Medium, Low and Minimum. The difference is visible between all modes and it manifests itself in the fact that as the quality decreases, first minor details disappear from the screen, then the textures become more and more blurry and fuzzy.

 

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Next we have Object Quality, 5 modes: Ultra, Maximum, High, Medium and Low. When switching from Ultra to Maximum, the difference is immediately visible - the tracks on the tanks standing a little further away become less detailed, some textures disappear from buildings and landscape objects. From Maximum to High, the transition, oddly enough, is not noticeable at all. Although the transition from High to Medium is noticeable, it is very insignificant, but from Medium to Low it is very clearly visible, since the tracks on some tanks and buildings in the distance completely lose detail.

 

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Next is Draw Distance, 4 modes: Ultra, Maximum, High and Low. The transition from Ultra to Maximum is not noticeable at all. When moving from Maximum to High, the difference is also practically not noticeable, and only when moving from High to Low, some of the objects at a distance completely disappear from the screen.

 

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Light quality - 5 modes: Ultra, Maximum, High, Medium and Low. The difference can be seen very clearly in all modes. Going from Ultra to Max slightly reduces the quality of volumetric shading and removes some of the shadows cast by objects on themselves. Between Maximum and High, the difference is already much more noticeable, since the "solar haze" almost completely disappears and, in general, the picture loses its brightness and quality of global illumination. Going from High to Medium further reduces the quality of volumetric shading and removes most of the soft shadows, and moving to Low completely disables self-shadowing on almost all objects.

 

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Shadow quality - 3 modes: Ultra, Maximum, High. Although the difference is visible between all modes, it is not very striking - the transition from Ultra to Maximum removes shadows in the foliage of trees and some shadows in general, and the transition from Maximum to High removes even more shadows in the foliage and makes the shadows in general a little more blurry.

 

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Post-processing quality - 5 modes: Ultra, Maximum, High, Medium and Low. In this case, the difference is practically not noticeable between all modes, and only when moving from High to Medium does the image lose a little "depth" by turning off vignetting.

 

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Water quality - 4 modes: Ultra, Maximum, Medium and Low. Here the difference could not be noticed between all modes.

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Landscape quality - 6 modes: Ultra, Maximum, High, Medium, Low and Minimum. The difference can be seen very clearly between all modes and can be seen in the decrease in the quality and relief of the landscape as the parameters are reduced. Between Ultra and Maximum, the difference is visible very clearly - the landscape immediately loses its "volume" and relief. Between Max and High, on the contrary, there is practically no difference, but the transition to Medium is already visible much more clearly, as the landscape becomes even flatter and the textures are more blurry. The transition to Low blurs the textures even more, and between Low and Minimal the difference is no longer visible so clearly and klbim manifests itself in the fact that the landscape becomes even flatter and some small objects completely disappear.

 

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Terrain tessellation - only 2 options: On and Off. The difference manifests itself in the fact that when turned off, numerous small details disappear from the surface of the landscape, which is why the landscape looks less embossed.

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Vegetation detail - 4 modes: Ultra, Maximum, High and Low. Oddly enough, although there is a difference between all modes, it is rather difficult to discern it and only upon close examination.

 

 

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Grass quantity - 5 modes: Ultra, Maximum, High, Medium and Off. The difference is noticeable between all modes very clearly and is manifested in a decrease in the number of grass areas on the surface of the earth, up to its complete shutdown.

 

 

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The quality of additional effects - 5 modes: Maximum, High, Medium, Low and Off. You can see the difference between all modes, but most clearly when you go from High to High settings (smoke becomes much less transparent), between High and Medium the difference is quite faint, going from Medium to Low makes the smoke less voluminous, and turning it off completely removes all additional effects such as smoke, fire, etc. from the screen.

 

 

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Improved destruction physics - you can only check the difference between enabled and disabled parameters in dynamics, so we'll skip it. The same applies to Effects from under the tracks, so we will skip it too.

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And the last one we have is the Track Tracks parameter - On and Off. He is responsible, respectively, for whether tracks from caterpillars will be displayed on the ground or not (as always, your Captain Obvious!).

 

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Let's summarize. The graphics in the game with the transition to the new engine have really moved to a new level and the game looks really new. Almost all settings in the game, with the exception of a few, have a significant impact on the quality of the picture on the screen and performance, and in version 1.0 it was pulled up very well. And if before the transition to the new engine, the graphics in the game looked a little outdated due to the antiquity of the old one, now it is at a fairly modern level and is pleasantly pleasing to the eye. Although, as far as I know, many players try to lower the graphics settings in the game so that nothing prevents them from bending over and so that performance does not decrease, but there are also those who prefer to play with all the comfort and all the graphic bells and whistles turned on.