It seems the valid criticism of the PC version of Batman: Arkham Knight got to Warna Bros., as Avalanche Studio’s Mad Max runs almost flawlessly on PC.
The game does give a generation amount of graphic options in the settings menu, but a lot of them are restricted to simply ‘on/off’.
Nevertheless, you’ll need to understand the impact of each individual graphic setting if you want to decide which ones to lower for some improvement in frame-rates. We’ve got you covered in that regard.
Anisotropic Texture Filtering
Anisotropic filtering is a form of texture rendering that results in sharper images. This setting has a low impact on performance on most modern cards, and can usually be maxed out even on medium-end computers.
Geometric Detail determines the number of polygons that each model in the game comprises of. This has a medium impact on performance, and should only be lowered when decreasing other settings is not working.
Shadows Resolution determines the sharpness/quality of the shadows. Although a usually graphic-intensive process, Mad Max is optimized well enough not to have significant performance issues even with high shadow resolutions on medium-spec PCs.
Number of Shadow Lights
Number of shadow lights indicates dynamic lighting that casts shadows. Since a large part of the game is in the open, this option has a negligible impact on the performance of the game.
Texture Detail determines the resolution and quality of the textures being rendered. Most graphic cards nowadays are able to run high resolution textures without any problems, which is why this option gives almost no tangible performance difference.
Decals are permanent/semi-permanent changes that occur in the map. These include bullet/explosion marks and similar effects. These effects in the modern times have negligible impact on performance.
Motion Blur in Mad Max isn’t widely used, and even when it is, it does not result in any tangible drop in performance. It has negligible impact on performance.
Soft Particles are rendered particles in the air such as dust, clouds, etc. Adjusting this has minimal impact on performance, though it is advised to turn off the setting if you are having performance drops.
SSAO is a form of Ambient Occlusion that determines the quality of shadows and lighting in narrow gaps between interacting objects.
Although SSAO isn’t the best rendering technique for Ambient Occlusion, it is the setting that has the largest impact performance in Mad Max, which is why it should be the first one to be turned off to improve frame-rates.
Point Light Specular
This setting allows point lights such as headlights, lampposts etcetera to cause a glowing highlight on objects. This has minimal impact on performance and should be left turned on.
Unfortunately, Mad Max doesn’t give multiple antialiasing options in the game. The amount of antialiasing applied is minimal and has a maximum three or four frames impact on fps.
Parallax Mapping on Terrain
Parallax mapping is a technique used to create virtual displacement of alternating heights. This graphic rendering technique is used in almost all games, yet Mad Max is one of the few that gives the option of turning it off.
Generally, it is unavailable in other games due to its negligible performance impact.
Fog/Particle Upsampling Quality
This setting improves the sampling or smoothness of fogs and particles. It has a small impact on performance, but most medium-end PCs should be able to run it without effort.
Depth of Field Quality
Depth of Field is an effect that blurs out-of-focus areas on the screen to give the game some cinematic realism. DoF has a low impact on performance in Mad Max.
Volumetric Light Quality
Volumetric lighting are 3D lights. These are commonly used in all games and have low impact performances, unless you’re running an ancient PC.
Heat Haze is a simple effect that has almost no impact on performance.
The bloom effect overexposes objects that are in direct light. It has a negligible effect on performance on most PCs.
Landscape Debris involves things such as rock, rubble, and other generic object details. It has a relatively low impact on performance, but should be the second thing you disable after SSAO if you require further improvements in frame-rates.