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In DayZ Standalone, there are four categories of Settings accessible from the game's menus. Here, we will cover settings for gameplay, audio, and video. You can find information about the game's controls in a separate article.
Note: Many of the controls for DayZ are the same as in Arma II, being that DayZ as a concept was originally conceived within that game's architecture.
Game[edit | edit source]
- Language - Changes the language used for the game interface. As of 0.61, supported languages include: English, French, Spanish, Italian, German, Czech, Polish, Russian, and Hungarian.
- Perspective - Sets the user's preferred default camera perspective (1st Person / 3rd Person).
- Invert Mouse - As its name implies, this reverses the Y-axis for mouse input.
- Field of View - Changes the resting (default) field of view. Adjustable between 43° and 75°.
- Head Bob - Adjusts the amount of camera movement that occurs as a player moves their character around.
- Chat Messages - Five toggle switches which have the ability to turn on and turn off their respective types of text messages. Message types include: System, Global Chat, Direct Chat, Vehicle Chat, and Radio Chat.
Sound[edit | edit source]
- Effects - Changes the volume level of every noise made in-game. This includes ambient sounds, weather, animals, zombies, gunfire, etc.
- Music - Changes only main menu music because there is no in-game music yet.
- VoIP - Alters the volume level of in-game voice chat.
- Master - An overall volume adjustment that can be adjusted up/down without affecting the balance between Effects & VoIP.
Video[edit | edit source]
Overall[edit | edit source]
This is the first thing you'll see when looking at the Video settings and is used for making high-level changes to your graphics.
- Overall Quality - Changing this will adjust all other settings to fit preset levels. "Custom" is recommended and is automatically assigned when you make changes to any other setting.
- Brightness - This will exaggerate all existing colors towards either dark or light extremes in a uniform manner, including black and white. This brightens and dims everything on your display.
- Gamma - Turning up the gamma will lessen the difference between the darkest and lightest parts of the display, meaning less contrast. This results in extremely light/dark images with less color. (In 0.63 this option is removed to make night more realistic)
- V-Sync - Short for the term "vertical sync." By enabling this setting, the game does its best to match the framerate (FPS) to the refresh rate of your monitor (i.e. 60Hz). This can mean a perceived reduction in performance, but the idea is to eliminate visual artifacts from your display. This setting will only potentially affect screenshots which include a moving subject or those which are taken while you are on the move.
Quality[edit | edit source]
Changes made to this group affect how terrain,textures.shadows and objects are rendered.
- Objects - Changes the level of detail for things like buildings, trees, etc.
- Terrain - Alters the level of detail for ground textures.
- Texture - This is a master setting to change the resolution at which textures are rendered. This will mostly affect the clarity of textures up close.
- Shadows - Adjusts the level of detail for shadows.
User Interface[edit | edit source]
This smaller group is for making alterations to how the game is shown in the context of your specific display.
- Resolution - This determines the amount of screen space covered by the entire UI of the game, independent of the resolution that the game itself is rendered at. If you set this smaller than the game's resolution, elements of the UI may not display in their intended place on the screen, so set this to match your Rendering Resolution.
Rendering[edit | edit source]
The most advanced settings available in-menu, these are for tweaking the various visual "tricks" employed by the renderer for smoothness, color, etc.
- Texture Filtering - Brings clarity to textures (especially ground textures) which are viewed at an angle. Where a given pixel on a texture (2D) doesn't correspond neatly to a pixel on a model (3D), this samples the pixels around it to determine color much like antialiasing. Filtering primarily affects how you view things at a distance.
- Terrain Surface Detail - The amount of details for the surface on the ground, at "Low" is just a texture with leaf and grass,from "Medium" to "Extreme",these will have a own geometry and poligons.
- Postprocess Antialiasing - A different kind of antialiasing: FXAA or SMAA. This is an edge smoothing technique applied after the game is rendered, rather than before like MSAA. FXAA will give you blur around the edge and with a lower quality,SMAA will not give you blur effect and have better quality.
- Hardware Antialiasing - Refers to a specific kind of antialiasing: MSAA. Smooths jagged edges by by supersampling nearby pixels, but ignores most large surfaces to minimize performance loss.
- Foliage Smoothing - This is the density at which the game renders grass, small plants, and tree foliage.
- Postprocess Quality - A master setting that effects several others, such as bloom and AO. This adds a softer tone to the entire display and also allows for things like screen blur when your character is low on health.
- Ambient Occlusion - This attempts to simulate the effect of ambient light on objects for more advanced shading, resulting in softer shadows. Using this requires the Postprocess Quality setting to be on at least "Low."