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DX11: Shaders and Postprocessing are the most problematic settings

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The biggest aesthetic headache with the new DX11 renderer appears with these two settings.  Not enough screenshots ever seem to be provided so I thought I'd compile some examples here.  I set the graphics options to auto-detect then took several screenshots comparing what some rather egregious assets look like with different shader and postprocessing settings.  You can see that the look also depends upon what the graphic asset is; Superclouds are affected by these settings differently from the Maguuma Lilies.

I don't personally see this when I play because I'm primarily a WvW player so I always have Shaders set to Low and Postprocessing set to None.  If the game looks like this to you though, the workaround is to stop using higher Shaders and Postprocessing settings until Anet can fix how those work.

GPU: NVIDIA GeForce GTX 1080 Ti
CPU: AMD Ryzen 7 3700X 8-Core
Processor Memory: 16 GB RAM (15.91 GB RAM usable)
Current resolution: 1920 x 1080, 60Hz
Operating system: Win11

Get ready for some eye-burn.

Shaders and Postprocessing High - https://ibb.co/2vCCSdF
Shaders Low and Postprocessing High - https://ibb.co/h2zSyy6
Shaders Low and Postprocessing None - https://ibb.co/mvY4CXG

Maguuma Lilies - Postprocessing High:
Shaders High - https://ibb.co/TK0ZYJ9
Shaders Medium (also notice the messed up floor shader) - https://ibb.co/TMtZ48w
Shaders Low- https://ibb.co/mHfD2tV

Maguuma Lilies - Postprocessing None:
Shaders High - https://ibb.co/7yyK5jy
Shaders Medium - https://ibb.co/WgSmcfB
Shaders Low - https://ibb.co/X8d558R

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