This is my config (i3 6300 + 16 GB RAM + 1050 Ti overclocked):
*Textures -> Very High: it's important to avoid texture LoD artifacts (low resolution textures on some clutter mixed with high resolution ones, a mess)
*Texture Filtering -> 16x Anisotropic: of course!
*Ambient Occlusion -> On (High?) and NOT Very High 'cause Very High is too much strong AND not temporally stable (you can see the AO shadows flicker/shimmer on Prague houses walls while moving around)
*Contact Shadows -> Off: not a fan of this technique in open spaces with trees foliage (a fake shadowing model mess if you ask me, see the NVidia Tomb Rider RTX demo and listen to the CEO about that mess)
*Parallax Occlusion Mapping -> High: it's important to avoid the depth plane in.....plain sight (a mess, and a mess of a joke )
*Depth of Field -> Off: it's only the DoF in dialogues cinematic view (as see in Human Revolution)
*LoD -> Very High: it's important to avoid geometric LoD artifacts
*Volumetric Light -> Ultra: it's really important (and heavy, I know) to obtain the max lighting "immersion". Go for Ultra or nothing!
*Screenspace Reflections: On: of course!
*Temporal AA -> A mess, avoid it ! (use in-game MSAA or FXAA/SMAA via ReShade)
*Motion Blur -> WHY in an immersive simulation like DX, WHY?????
*Sharpen -> A mess, avoid it ! (use ReShade LumaSharpen or similar)
*(Horizontal) Lens Flares -> too much strong, I'm the ultimate cyborg and my badass glasses have lens flares artifacts? WTF
*Chromatic Aberration -> Sharpen+ Lens Flares notes
*Tessellation -> can't see any geometric difference in game (maybe plain not working feature)
Edited by lowenz, 27 August 2018 - 07:04 AM.