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These samples are pretty close to that ideal. Ideally, you want objects to be rendered right up to where the fog starts to kick in. I currently play with 1350/2000, as it allows me to see quite far and be aware of enemy threats. This is why this setting is so important for those seeking high framerates. By setting a higher view distance (especially objects), it exponentially increases that amount of data that needs to be processed/rendered. Note that 1000 would be 1000 meters in any direction, being the x, y, or z-axis (imagine a sphere). I believe it is specified by the number of meters in game, so 1000 = 1km. Note that scene complexity (see below) has an affect on object view distance as well. Objects view distance determines how far everything from trees, rocks, building, players, vehicles, etc. Total view distance renders terrain only, leaving terrain higher than what is set to turn into fog. View distances have the most dramatic affect on performance. View Distances (Objects View Distance / Total View Distance) This may explain any data points that may be out of place. Note that between runs, there may be variances due to the way to opening scene is rendered (whether the truck is moving in the beginning or not). What's left is what the eye can actually see, being that 144hz is the fastest refresh rate on the market right now. G-Sync effectively caps framerates at 144 fps, so we don't get any crazy fast frame renders that are not seen/produced by the monitor. The purpose of this site / benchmarks was to test in config settings to see affects on performance while using G-Sync 1080p to really tell what frames are seen. ASUS VG248QE w/ G-Sync Mod (G-SYNC ENABLED)
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