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	Comments on: The Division Lacks Lighting Settings In PS4 and Xbox One Versions	</title>
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	<link>https://gamingbolt.com/the-division-lacks-lighting-settings-in-ps4-and-xbox-one-versions</link>
	<description>Get a Bolt of Gaming Now!</description>
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		<title>
		By: Graeme Willy		</title>
		<link>https://gamingbolt.com/the-division-lacks-lighting-settings-in-ps4-and-xbox-one-versions#comment-287398</link>

		<dc:creator><![CDATA[Graeme Willy]]></dc:creator>
		<pubDate>Tue, 08 Mar 2016 17:59:00 +0000</pubDate>
		<guid isPermaLink="false">http://gamingbolt.com/?p=259882#comment-287398</guid>

					<description><![CDATA[You should just go all out and let you really artistically control the graphics settings. Part of the neat thing about PC is that even if you have a lower end - midrange PC, you can tweak things in a very unique fashion to muster up frames, while making it looks pretty nice and balanced. A lot of these things that you are hard pressed to tell a difference --like shadow scale, shadow resolution(this is a big on, why do you need the upward of 2000-3000+pixels in shadow resolution? When it&#039;s hard to tell if it is set as low as 512-1024?), same with texture resolution. Unless you walk up to walls and pixel peep, you aren&#039;t going to see much a difference between medium and high...or even low. The lower you go in texture res, the lower you should go on anisotropic filtering, as too much filtering just reveals and/ or makes apparent more flaws or any lack of details, and lowering that will pick even more performance up for you. Anti-aliasing is another thing. Let console players choose between FXAA/ MLAA, or the default, which is likely to be MSAA 2x/ MSAA 4x/ SMAA 1x. Of course, present these settings in the most easiest to understand method, as usual. I&#039;ve always disliked the idea that the devs chose how to balance the graphics delicately on console. They always seemed to prize graphical effect, texture res and lighting over a clean picture, keeping things like post processing and resolution at a minimum. I&#039;ve always wanted to forego those things and go higher on post processing.]]></description>
			<content:encoded><![CDATA[<p>You should just go all out and let you really artistically control the graphics settings. Part of the neat thing about PC is that even if you have a lower end &#8211; midrange PC, you can tweak things in a very unique fashion to muster up frames, while making it looks pretty nice and balanced. A lot of these things that you are hard pressed to tell a difference &#8211;like shadow scale, shadow resolution(this is a big on, why do you need the upward of 2000-3000+pixels in shadow resolution? When it&#8217;s hard to tell if it is set as low as 512-1024?), same with texture resolution. Unless you walk up to walls and pixel peep, you aren&#8217;t going to see much a difference between medium and high&#8230;or even low. The lower you go in texture res, the lower you should go on anisotropic filtering, as too much filtering just reveals and/ or makes apparent more flaws or any lack of details, and lowering that will pick even more performance up for you. Anti-aliasing is another thing. Let console players choose between FXAA/ MLAA, or the default, which is likely to be MSAA 2x/ MSAA 4x/ SMAA 1x. Of course, present these settings in the most easiest to understand method, as usual. I&#8217;ve always disliked the idea that the devs chose how to balance the graphics delicately on console. They always seemed to prize graphical effect, texture res and lighting over a clean picture, keeping things like post processing and resolution at a minimum. I&#8217;ve always wanted to forego those things and go higher on post processing.</p>
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