# Every GPU Feature Explained in 9 Minutes
Canonical: https://social-archive.org/jack_bauer111/K4CcLfZBKn
Original URL: https://www.youtube.com/watch?v=AltyB2aaYeE
Author: Byte Sized Explainer
Platform: youtube
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## Content
Explaining Every GPU Feature in just 9 Minutes — including Ray Tracing, Path Tracing, DLSS, FSR, Frame Generation, HDR, V-Sync, G-Sync, FreeSync, Anti-Aliasing, Anisotropic Filtering, Dynamic Resolution, Texture Quality, and even NVENC. You’ll learn what each feature actually does, how it affects performance and image quality, and when it’s worth turning on or off. TIMESTAMP 0:00 || Ray Tracing 1:21 || Path Tracing 2:23 || DLSS 3:26 || FSR 4:06 || Frame Generation 5:06 || Dynamic Resolution 5:41 || HDR 6:17 || Display Sync 7:20 || Anti-Aliasing 7:48 || Anisotropic Filtering 8:13 || Texture Quality 9:08 || NVENC --- ## Transcript [0:00](https://www.youtube.com/watch?v=AltyB2aaYeE&t=0s) Raytracing. Raytracing is a graphics [0:02](https://www.youtube.com/watch?v=AltyB2aaYeE&t=2s) feature that [music] makes lighting and [0:04](https://www.youtube.com/watch?v=AltyB2aaYeE&t=4s) reflections look more realistic. So, the [0:06](https://www.youtube.com/watch?v=AltyB2aaYeE&t=6s) way this works is instead of just adding [0:08](https://www.youtube.com/watch?v=AltyB2aaYeE&t=8s) light to objects, raytracing [music] [0:10](https://www.youtube.com/watch?v=AltyB2aaYeE&t=10s) enables the GPU to simulate how light [0:13](https://www.youtube.com/watch?v=AltyB2aaYeE&t=13s) travels from a source, hits surfaces, [0:15](https://www.youtube.com/watch?v=AltyB2aaYeE&t=15s) and creates accurate reflections or [0:17](https://www.youtube.com/watch?v=AltyB2aaYeE&t=17s) shadows. And just to make this clear, [0:18](https://www.youtube.com/watch?v=AltyB2aaYeE&t=18s) let's compare these two images. [music] [0:20](https://www.youtube.com/watch?v=AltyB2aaYeE&t=20s) Without raytracing, reflections are [0:23](https://www.youtube.com/watch?v=AltyB2aaYeE&t=23s) often inaccurate. Even though there's a [0:25](https://www.youtube.com/watch?v=AltyB2aaYeE&t=25s) light source here, you can [music] [0:26](https://www.youtube.com/watch?v=AltyB2aaYeE&t=26s) barely see any reflection on the ground. [0:28](https://www.youtube.com/watch?v=AltyB2aaYeE&t=28s) Also, the reflection on the tire doesn't [0:30](https://www.youtube.com/watch?v=AltyB2aaYeE&t=30s) make sense because it appears on the [0:32](https://www.youtube.com/watch?v=AltyB2aaYeE&t=32s) right side while the light is coming [0:33](https://www.youtube.com/watch?v=AltyB2aaYeE&t=33s) from the left side. But when raytracing [0:35](https://www.youtube.com/watch?v=AltyB2aaYeE&t=35s) [music] [0:35](https://www.youtube.com/watch?v=AltyB2aaYeE&t=35s) is turned on, not only the puddles [0:38](https://www.youtube.com/watch?v=AltyB2aaYeE&t=38s) clearly reflect the light source, but [0:39](https://www.youtube.com/watch?v=AltyB2aaYeE&t=39s) the reflection appears on the correct [0:41](https://www.youtube.com/watch?v=AltyB2aaYeE&t=41s) side of the tire as well. [music] But [0:42](https://www.youtube.com/watch?v=AltyB2aaYeE&t=42s) despite looking that good, it doesn't [0:45](https://www.youtube.com/watch?v=AltyB2aaYeE&t=45s) mean you always have to use raytracing [0:47](https://www.youtube.com/watch?v=AltyB2aaYeE&t=47s) because raytracing is mostly suitable in [0:49](https://www.youtube.com/watch?v=AltyB2aaYeE&t=49s) scenes with light sources around [0:51](https://www.youtube.com/watch?v=AltyB2aaYeE&t=51s) reflective surfaces such [music] as [0:52](https://www.youtube.com/watch?v=AltyB2aaYeE&t=52s) glass, water, or any similar objects. [0:55](https://www.youtube.com/watch?v=AltyB2aaYeE&t=55s) But if the game mostly takes place in [0:57](https://www.youtube.com/watch?v=AltyB2aaYeE&t=57s) open areas with no reflective [music] [0:58](https://www.youtube.com/watch?v=AltyB2aaYeE&t=58s) surfaces like this grass land, the [1:00](https://www.youtube.com/watch?v=AltyB2aaYeE&t=60s) difference becomes very small even when [1:02](https://www.youtube.com/watch?v=AltyB2aaYeE&t=62s) you turn on raytracing. Also, when using [1:04](https://www.youtube.com/watch?v=AltyB2aaYeE&t=64s) raytracing, your FPS will drop since [1:07](https://www.youtube.com/watch?v=AltyB2aaYeE&t=67s) this feature requires a lot of GPU power [1:09](https://www.youtube.com/watch?v=AltyB2aaYeE&t=69s) and VRAM. And this is even worse when [1:11](https://www.youtube.com/watch?v=AltyB2aaYeE&t=71s) you use it in competitive games because [1:13](https://www.youtube.com/watch?v=AltyB2aaYeE&t=73s) without raytracing, you can still get [1:15](https://www.youtube.com/watch?v=AltyB2aaYeE&t=75s) hundreds of FPS. But with raytracing, [1:18](https://www.youtube.com/watch?v=AltyB2aaYeE&t=78s) your FPS will drop significantly. [1:20](https://www.youtube.com/watch?v=AltyB2aaYeE&t=80s) >> [music] [1:21](https://www.youtube.com/watch?v=AltyB2aaYeE&t=81s) >> Pathtracing. Pathtracing is similar to [1:24](https://www.youtube.com/watch?v=AltyB2aaYeE&t=84s) raytracing, but it is even more [1:26](https://www.youtube.com/watch?v=AltyB2aaYeE&t=86s) advanced. With raytracing, [music] it [1:27](https://www.youtube.com/watch?v=AltyB2aaYeE&t=87s) only handles effects like light sources [1:29](https://www.youtube.com/watch?v=AltyB2aaYeE&t=89s) and reflections in certain areas. But [1:31](https://www.youtube.com/watch?v=AltyB2aaYeE&t=91s) some areas right here are not affected [1:33](https://www.youtube.com/watch?v=AltyB2aaYeE&t=93s) [music] despite there being a big bright [1:35](https://www.youtube.com/watch?v=AltyB2aaYeE&t=95s) neon light. But with pathtracing, it [1:37](https://www.youtube.com/watch?v=AltyB2aaYeE&t=97s) calculates lighting for the entire scene [1:39](https://www.youtube.com/watch?v=AltyB2aaYeE&t=99s) making the overall image look even more [1:42](https://www.youtube.com/watch?v=AltyB2aaYeE&t=102s) realistic. Because [music] of this, some [1:44](https://www.youtube.com/watch?v=AltyB2aaYeE&t=104s) scenes can look so close to real life [1:46](https://www.youtube.com/watch?v=AltyB2aaYeE&t=106s) that it becomes hard to distinguish [1:48](https://www.youtube.com/watch?v=AltyB2aaYeE&t=108s) which one is rendered and which one [1:50](https://www.youtube.com/watch?v=AltyB2aaYeE&t=110s) [music] is captured in reality. However, [1:52](https://www.youtube.com/watch?v=AltyB2aaYeE&t=112s) this also makes pathtracing much [1:53](https://www.youtube.com/watch?v=AltyB2aaYeE&t=113s) heavier, so your FPS will drop [1:55](https://www.youtube.com/watch?v=AltyB2aaYeE&t=115s) significantly even compared to regular [1:57](https://www.youtube.com/watch?v=AltyB2aaYeE&t=117s) ray tracing. [music] And just like [1:59](https://www.youtube.com/watch?v=AltyB2aaYeE&t=119s) before, if the scene has balanced [2:01](https://www.youtube.com/watch?v=AltyB2aaYeE&t=121s) lighting, even the difference between [2:02](https://www.youtube.com/watch?v=AltyB2aaYeE&t=122s) ray tracing [music] [2:03](https://www.youtube.com/watch?v=AltyB2aaYeE&t=123s) and path tracing can be very small. On [2:06](https://www.youtube.com/watch?v=AltyB2aaYeE&t=126s) the other hand, in scenes with many [2:07](https://www.youtube.com/watch?v=AltyB2aaYeE&t=127s) light sources and reflective [music] [2:09](https://www.youtube.com/watch?v=AltyB2aaYeE&t=129s) materials like this, path tracing can [2:11](https://www.youtube.com/watch?v=AltyB2aaYeE&t=131s) sometimes make the reflection too [2:12](https://www.youtube.com/watch?v=AltyB2aaYeE&t=132s) strong, while ray tracing here looks [2:14](https://www.youtube.com/watch?v=AltyB2aaYeE&t=134s) [music] better because it doesn't look [2:16](https://www.youtube.com/watch?v=AltyB2aaYeE&t=136s) flat, but also not too reflective. [2:18](https://www.youtube.com/watch?v=AltyB2aaYeE&t=138s) Because of these reasons, more [music] [2:19](https://www.youtube.com/watch?v=AltyB2aaYeE&t=139s) people prefer using ray tracing instead [2:21](https://www.youtube.com/watch?v=AltyB2aaYeE&t=141s) of path tracing. [2:23](https://www.youtube.com/watch?v=AltyB2aaYeE&t=143s) DLSS. DLSS, which stands for deep [2:26](https://www.youtube.com/watch?v=AltyB2aaYeE&t=146s) learning super sampling, is a feature [2:28](https://www.youtube.com/watch?v=AltyB2aaYeE&t=148s) made by Nvidia [music] that helps reduce [2:30](https://www.youtube.com/watch?v=AltyB2aaYeE&t=150s) the workload on your GPU. This feature [2:32](https://www.youtube.com/watch?v=AltyB2aaYeE&t=152s) is especially useful if we often use ray [2:34](https://www.youtube.com/watch?v=AltyB2aaYeE&t=154s) tracing or play on high resolutions. For [2:36](https://www.youtube.com/watch?v=AltyB2aaYeE&t=156s) example, when you play a game in 4K [2:39](https://www.youtube.com/watch?v=AltyB2aaYeE&t=159s) resolution, the GPU [music] has to [2:41](https://www.youtube.com/watch?v=AltyB2aaYeE&t=161s) render more than 8 million pixels every [2:43](https://www.youtube.com/watch?v=AltyB2aaYeE&t=163s) frame, which can be very demanding to [2:45](https://www.youtube.com/watch?v=AltyB2aaYeE&t=165s) do. So, instead [music] of forcing it, [2:46](https://www.youtube.com/watch?v=AltyB2aaYeE&t=166s) we can use the DLSS feature. So, now the [2:49](https://www.youtube.com/watch?v=AltyB2aaYeE&t=169s) GPU only needs to render the game [2:50](https://www.youtube.com/watch?v=AltyB2aaYeE&t=170s) [music] in 1080p, and the rest is [2:52](https://www.youtube.com/watch?v=AltyB2aaYeE&t=172s) handled by DLSS using AI upscaling [2:55](https://www.youtube.com/watch?v=AltyB2aaYeE&t=175s) technique to reach that [music] 4K [2:57](https://www.youtube.com/watch?v=AltyB2aaYeE&t=177s) resolution. And since the GPU only needs [3:00](https://www.youtube.com/watch?v=AltyB2aaYeE&t=180s) to render the lower resolution, the load [3:02](https://www.youtube.com/watch?v=AltyB2aaYeE&t=182s) becomes much lighter as well. As a [3:04](https://www.youtube.com/watch?v=AltyB2aaYeE&t=184s) result, even if a heavy game only runs [3:06](https://www.youtube.com/watch?v=AltyB2aaYeE&t=186s) at around 30 frames per second [music] [3:08](https://www.youtube.com/watch?v=AltyB2aaYeE&t=188s) natively, enabling DLSS can [3:10](https://www.youtube.com/watch?v=AltyB2aaYeE&t=190s) significantly increase the frame rate [3:12](https://www.youtube.com/watch?v=AltyB2aaYeE&t=192s) and make gameplay feel much smoother. [3:14](https://www.youtube.com/watch?v=AltyB2aaYeE&t=194s) However, since it relies on AI [3:16](https://www.youtube.com/watch?v=AltyB2aaYeE&t=196s) reconstruction, DLSS can sometimes show [3:18](https://www.youtube.com/watch?v=AltyB2aaYeE&t=198s) small visual artifacts or minor [music] [3:20](https://www.youtube.com/watch?v=AltyB2aaYeE&t=200s) glitches. Because of this, some people [3:22](https://www.youtube.com/watch?v=AltyB2aaYeE&t=202s) don't like using it and prefer native [3:24](https://www.youtube.com/watch?v=AltyB2aaYeE&t=204s) resolution instead. [3:26](https://www.youtube.com/watch?v=AltyB2aaYeE&t=206s) FSR. FSR stands for FidelityFX Super [3:29](https://www.youtube.com/watch?v=AltyB2aaYeE&t=209s) Resolution, and it is AMD's version of [3:32](https://www.youtube.com/watch?v=AltyB2aaYeE&t=212s) upscaling technology. [music] Similar to [3:34](https://www.youtube.com/watch?v=AltyB2aaYeE&t=214s) DLSS, the frames are rendered at a lower [3:36](https://www.youtube.com/watch?v=AltyB2aaYeE&t=216s) resolution and then upscaled to a higher [3:39](https://www.youtube.com/watch?v=AltyB2aaYeE&t=219s) resolution to improve performance. [3:40](https://www.youtube.com/watch?v=AltyB2aaYeE&t=220s) However, in terms of image quality, FSR [3:43](https://www.youtube.com/watch?v=AltyB2aaYeE&t=223s) can sometimes look less sharp and solid [3:45](https://www.youtube.com/watch?v=AltyB2aaYeE&t=225s) compared to DLSS. But the good thing is, [3:48](https://www.youtube.com/watch?v=AltyB2aaYeE&t=228s) unlike DLSS, which is only available in [3:50](https://www.youtube.com/watch?v=AltyB2aaYeE&t=230s) the Nvidia GPU, [music] [3:51](https://www.youtube.com/watch?v=AltyB2aaYeE&t=231s) FSR works on both AMD and Nvidia [3:54](https://www.youtube.com/watch?v=AltyB2aaYeE&t=234s) graphics cards. This makes it a great [3:56](https://www.youtube.com/watch?v=AltyB2aaYeE&t=236s) alternative option cuz in some cases [3:58](https://www.youtube.com/watch?v=AltyB2aaYeE&t=238s) DLSS can show visual issues [music] such [4:00](https://www.youtube.com/watch?v=AltyB2aaYeE&t=240s) as ghosting or blurriness, and this [4:02](https://www.youtube.com/watch?v=AltyB2aaYeE&t=242s) happens especially after a certain [4:03](https://www.youtube.com/watch?v=AltyB2aaYeE&t=243s) driver update. [4:05](https://www.youtube.com/watch?v=AltyB2aaYeE&t=245s) Frame generation. Frame generation is a [4:08](https://www.youtube.com/watch?v=AltyB2aaYeE&t=248s) feature that can boost FPS and improve [4:10](https://www.youtube.com/watch?v=AltyB2aaYeE&t=250s) motion smoothness in heavy games. [4:12](https://www.youtube.com/watch?v=AltyB2aaYeE&t=252s) Normally, your GPU renders every frame [4:15](https://www.youtube.com/watch?v=AltyB2aaYeE&t=255s) one by one, but with [music] frame [4:16](https://www.youtube.com/watch?v=AltyB2aaYeE&t=256s) generation enabled, the system inserts [4:18](https://www.youtube.com/watch?v=AltyB2aaYeE&t=258s) artificial frames between the real ones. [4:20](https://www.youtube.com/watch?v=AltyB2aaYeE&t=260s) Because of this, the total FPS shown on [4:23](https://www.youtube.com/watch?v=AltyB2aaYeE&t=263s) screen becomes much higher, which makes [4:25](https://www.youtube.com/watch?v=AltyB2aaYeE&t=265s) motion [music] look smoother. But [4:26](https://www.youtube.com/watch?v=AltyB2aaYeE&t=266s) despite being smoother, frame generation [4:29](https://www.youtube.com/watch?v=AltyB2aaYeE&t=269s) can also increase latency or input lag. [4:31](https://www.youtube.com/watch?v=AltyB2aaYeE&t=271s) So in practice, when we compare the [4:32](https://www.youtube.com/watch?v=AltyB2aaYeE&t=272s) responsiveness in these two [music] [4:34](https://www.youtube.com/watch?v=AltyB2aaYeE&t=274s) images, the bullet has already reached [4:36](https://www.youtube.com/watch?v=AltyB2aaYeE&t=276s) the destination and bounced off the [4:38](https://www.youtube.com/watch?v=AltyB2aaYeE&t=278s) target in native rendering. But with [4:39](https://www.youtube.com/watch?v=AltyB2aaYeE&t=279s) frame generation on, the bullet is still [4:41](https://www.youtube.com/watch?v=AltyB2aaYeE&t=281s) traveling and hasn't reached the target [4:43](https://www.youtube.com/watch?v=AltyB2aaYeE&t=283s) yet. That's [music] why frame generation [4:45](https://www.youtube.com/watch?v=AltyB2aaYeE&t=285s) is not ideal for fast-paced competitive [4:47](https://www.youtube.com/watch?v=AltyB2aaYeE&t=287s) games. It is better suited for cinematic [4:49](https://www.youtube.com/watch?v=AltyB2aaYeE&t=289s) triple-play games where smooth visuals [4:51](https://www.youtube.com/watch?v=AltyB2aaYeE&t=291s) matter more than reaction time. Not only [4:53](https://www.youtube.com/watch?v=AltyB2aaYeE&t=293s) that, some people also prefer native [4:55](https://www.youtube.com/watch?v=AltyB2aaYeE&t=295s) rendering because it looks solid and has [4:57](https://www.youtube.com/watch?v=AltyB2aaYeE&t=297s) better image accuracy. [music] But as [4:59](https://www.youtube.com/watch?v=AltyB2aaYeE&t=299s) you can see here with the frame [5:00](https://www.youtube.com/watch?v=AltyB2aaYeE&t=300s) generation, sometimes there are some [5:02](https://www.youtube.com/watch?v=AltyB2aaYeE&t=302s) visual issues like distortion [music] or [5:04](https://www.youtube.com/watch?v=AltyB2aaYeE&t=304s) ghosting on the image. [5:06](https://www.youtube.com/watch?v=AltyB2aaYeE&t=306s) Dynamic resolution. Dynamic resolution [5:08](https://www.youtube.com/watch?v=AltyB2aaYeE&t=308s) scaling is a feature that helps maintain [5:10](https://www.youtube.com/watch?v=AltyB2aaYeE&t=310s) stable FPS in demanding [music] scenes. [5:13](https://www.youtube.com/watch?v=AltyB2aaYeE&t=313s) So let's say we are playing at a stable [5:14](https://www.youtube.com/watch?v=AltyB2aaYeE&t=314s) 60 FPS. Normally, when heavy visual [5:17](https://www.youtube.com/watch?v=AltyB2aaYeE&t=317s) effects like explosions or large [5:19](https://www.youtube.com/watch?v=AltyB2aaYeE&t=319s) particle [music] effects appear, the GPU [5:21](https://www.youtube.com/watch?v=AltyB2aaYeE&t=321s) has to work harder and the FPS suddenly [5:23](https://www.youtube.com/watch?v=AltyB2aaYeE&t=323s) drops, [music] and then the FPS returns [5:25](https://www.youtube.com/watch?v=AltyB2aaYeE&t=325s) to normal once the scene becomes [5:27](https://www.youtube.com/watch?v=AltyB2aaYeE&t=327s) lighter. But when dynamic resolution is [5:29](https://www.youtube.com/watch?v=AltyB2aaYeE&t=329s) enabled, the game automatically lowers [5:31](https://www.youtube.com/watch?v=AltyB2aaYeE&t=331s) the resolution during those heavy [5:32](https://www.youtube.com/watch?v=AltyB2aaYeE&t=332s) moments instead, which allows the FPS to [5:35](https://www.youtube.com/watch?v=AltyB2aaYeE&t=335s) stay stable. [music] [5:35](https://www.youtube.com/watch?v=AltyB2aaYeE&t=335s) Then once the heavy effects are gone, [5:37](https://www.youtube.com/watch?v=AltyB2aaYeE&t=337s) the resolution increases back to its [5:39](https://www.youtube.com/watch?v=AltyB2aaYeE&t=339s) original level. [5:41](https://www.youtube.com/watch?v=AltyB2aaYeE&t=341s) HDR. [music] [5:42](https://www.youtube.com/watch?v=AltyB2aaYeE&t=342s) HDR stands for high dynamic range, and [5:44](https://www.youtube.com/watch?v=AltyB2aaYeE&t=344s) it's a feature that improves the [5:46](https://www.youtube.com/watch?v=AltyB2aaYeE&t=346s) brightness and color depth of a scene. [5:48](https://www.youtube.com/watch?v=AltyB2aaYeE&t=348s) >> [music] [5:48](https://www.youtube.com/watch?v=AltyB2aaYeE&t=348s) >> Without HDR, images can look flat, but [5:51](https://www.youtube.com/watch?v=AltyB2aaYeE&t=351s) if we activate HDR, the contrast becomes [5:53](https://www.youtube.com/watch?v=AltyB2aaYeE&t=353s) stronger and colors look richer even to [5:56](https://www.youtube.com/watch?v=AltyB2aaYeE&t=356s) the tiniest details in the background. [5:58](https://www.youtube.com/watch?v=AltyB2aaYeE&t=358s) And this [music] is great because when [5:59](https://www.youtube.com/watch?v=AltyB2aaYeE&t=359s) colors get separated clearly, it is [6:01](https://www.youtube.com/watch?v=AltyB2aaYeE&t=361s) easier to see objects or enemies in [6:03](https://www.youtube.com/watch?v=AltyB2aaYeE&t=363s) shadows or fog. [music] But without HDR, [6:06](https://www.youtube.com/watch?v=AltyB2aaYeE&t=366s) we can barely see the shape of the [6:07](https://www.youtube.com/watch?v=AltyB2aaYeE&t=367s) object because everything gets blended [6:09](https://www.youtube.com/watch?v=AltyB2aaYeE&t=369s) together. But remember, your TV or [6:11](https://www.youtube.com/watch?v=AltyB2aaYeE&t=371s) monitor also needs to support HDR. [6:14](https://www.youtube.com/watch?v=AltyB2aaYeE&t=374s) Otherwise, you won't see the full [6:15](https://www.youtube.com/watch?v=AltyB2aaYeE&t=375s) [music] HDR effect on the screen. [6:17](https://www.youtube.com/watch?v=AltyB2aaYeE&t=377s) Display Sync. Display Sync is a [6:19](https://www.youtube.com/watch?v=AltyB2aaYeE&t=379s) technology that handles screen tearing. [6:21](https://www.youtube.com/watch?v=AltyB2aaYeE&t=381s) So, screen tearing happens when the GPU [6:23](https://www.youtube.com/watch?v=AltyB2aaYeE&t=383s) produces frames [music] per second at a [6:25](https://www.youtube.com/watch?v=AltyB2aaYeE&t=385s) different speed than the monitor's [6:27](https://www.youtube.com/watch?v=AltyB2aaYeE&t=387s) refresh rate. When a new frame is sent [6:29](https://www.youtube.com/watch?v=AltyB2aaYeE&t=389s) before the monitor finishes showing the [6:30](https://www.youtube.com/watch?v=AltyB2aaYeE&t=390s) previous [music] one, parts of two [6:32](https://www.youtube.com/watch?v=AltyB2aaYeE&t=392s) different frames appear on the screen at [6:33](https://www.youtube.com/watch?v=AltyB2aaYeE&t=393s) the same time. So, to solve this [6:35](https://www.youtube.com/watch?v=AltyB2aaYeE&t=395s) tearing, we have a technology called [6:37](https://www.youtube.com/watch?v=AltyB2aaYeE&t=397s) vertical sync or Vsync that can force [6:39](https://www.youtube.com/watch?v=AltyB2aaYeE&t=399s) [music] the GPU to match the monitor's [6:41](https://www.youtube.com/watch?v=AltyB2aaYeE&t=401s) refresh rate. However, doing this can [6:43](https://www.youtube.com/watch?v=AltyB2aaYeE&t=403s) also increase input lag because the GPU [6:46](https://www.youtube.com/watch?v=AltyB2aaYeE&t=406s) is being forced to follow the monitor's [6:48](https://www.youtube.com/watch?v=AltyB2aaYeE&t=408s) refresh rate. [music] To improve this, [6:49](https://www.youtube.com/watch?v=AltyB2aaYeE&t=409s) Nvidia introduced G-Sync and AMD [6:52](https://www.youtube.com/watch?v=AltyB2aaYeE&t=412s) introduced FreeSync. [6:53](https://www.youtube.com/watch?v=AltyB2aaYeE&t=413s) >> [music] [6:53](https://www.youtube.com/watch?v=AltyB2aaYeE&t=413s) >> So, instead of forcing the GPU like [6:55](https://www.youtube.com/watch?v=AltyB2aaYeE&t=415s) Vsync, these technologies allow the [6:57](https://www.youtube.com/watch?v=AltyB2aaYeE&t=417s) monitor to synchronize its refresh rate [6:59](https://www.youtube.com/watch?v=AltyB2aaYeE&t=419s) dynamically to match the GPU's output [7:01](https://www.youtube.com/watch?v=AltyB2aaYeE&t=421s) instead. [music] As a result, this [7:03](https://www.youtube.com/watch?v=AltyB2aaYeE&t=423s) handles the tearing while also keeping [7:05](https://www.youtube.com/watch?v=AltyB2aaYeE&t=425s) input latency [music] lower compared to [7:07](https://www.youtube.com/watch?v=AltyB2aaYeE&t=427s) traditional Vsync. But remember, to use [7:09](https://www.youtube.com/watch?v=AltyB2aaYeE&t=429s) G-Sync or FreeSync, you also [music] [7:11](https://www.youtube.com/watch?v=AltyB2aaYeE&t=431s) need a compatible monitor that supports [7:13](https://www.youtube.com/watch?v=AltyB2aaYeE&t=433s) these features. That is why I've also [7:15](https://www.youtube.com/watch?v=AltyB2aaYeE&t=435s) tagged some recommended monitors that [7:17](https://www.youtube.com/watch?v=AltyB2aaYeE&t=437s) are compatible [music] just in case [7:18](https://www.youtube.com/watch?v=AltyB2aaYeE&t=438s) you're interested. [7:20](https://www.youtube.com/watch?v=AltyB2aaYeE&t=440s) Anti-aliasing. Anti-aliasing is a [7:22](https://www.youtube.com/watch?v=AltyB2aaYeE&t=442s) feature that smooths out edges in games. [7:24](https://www.youtube.com/watch?v=AltyB2aaYeE&t=444s) [music] [7:25](https://www.youtube.com/watch?v=AltyB2aaYeE&t=445s) In video games, many objects can look [7:27](https://www.youtube.com/watch?v=AltyB2aaYeE&t=447s) jagged along their sides. This effect is [7:29](https://www.youtube.com/watch?v=AltyB2aaYeE&t=449s) called aliasing and it happens because [7:31](https://www.youtube.com/watch?v=AltyB2aaYeE&t=451s) games are rendered using pixels. [music] [7:33](https://www.youtube.com/watch?v=AltyB2aaYeE&t=453s) You may not notice the jagged edges if [7:35](https://www.youtube.com/watch?v=AltyB2aaYeE&t=455s) you're sitting a bit far from the [7:36](https://www.youtube.com/watch?v=AltyB2aaYeE&t=456s) screen, but since most people sit closer [7:39](https://www.youtube.com/watch?v=AltyB2aaYeE&t=459s) when playing, those [music] edges become [7:40](https://www.youtube.com/watch?v=AltyB2aaYeE&t=460s) visible, making the game graphics look [7:42](https://www.youtube.com/watch?v=AltyB2aaYeE&t=462s) so harsh. That's why anti-aliasing is [7:45](https://www.youtube.com/watch?v=AltyB2aaYeE&t=465s) enabled [music] to make them look clean [7:47](https://www.youtube.com/watch?v=AltyB2aaYeE&t=467s) and smooth. [7:48](https://www.youtube.com/watch?v=AltyB2aaYeE&t=468s) Anisotropic filtering. When [music] a [7:50](https://www.youtube.com/watch?v=AltyB2aaYeE&t=470s) scene shows a long road or wide ground, [7:52](https://www.youtube.com/watch?v=AltyB2aaYeE&t=472s) usually only objects that are close to [7:54](https://www.youtube.com/watch?v=AltyB2aaYeE&t=474s) you look sharp, but objects that are far [7:56](https://www.youtube.com/watch?v=AltyB2aaYeE&t=476s) away [music] start to look blurry and [7:58](https://www.youtube.com/watch?v=AltyB2aaYeE&t=478s) unclear. And this is bad because there [8:00](https://www.youtube.com/watch?v=AltyB2aaYeE&t=480s) are many games that require us to view [8:02](https://www.youtube.com/watch?v=AltyB2aaYeE&t=482s) them from [music] this angle, like [8:03](https://www.youtube.com/watch?v=AltyB2aaYeE&t=483s) racing or massive open-world games. [8:06](https://www.youtube.com/watch?v=AltyB2aaYeE&t=486s) That's why anisotropic filtering is [8:08](https://www.youtube.com/watch?v=AltyB2aaYeE&t=488s) enabled, allowing the GPU to keep [8:10](https://www.youtube.com/watch?v=AltyB2aaYeE&t=490s) textures sharp even when they stretch [8:11](https://www.youtube.com/watch?v=AltyB2aaYeE&t=491s) [music] far into the distance. [8:14](https://www.youtube.com/watch?v=AltyB2aaYeE&t=494s) Texture quality. Textures are the images [8:16](https://www.youtube.com/watch?v=AltyB2aaYeE&t=496s) wrapped around objects, like [music] [8:17](https://www.youtube.com/watch?v=AltyB2aaYeE&t=497s) cracks on a wall or a character's [8:19](https://www.youtube.com/watch?v=AltyB2aaYeE&t=499s) clothes. And just to make this clear, [8:21](https://www.youtube.com/watch?v=AltyB2aaYeE&t=501s) texture quality is different from [8:23](https://www.youtube.com/watch?v=AltyB2aaYeE&t=503s) resolution. Resolution changes the [8:25](https://www.youtube.com/watch?v=AltyB2aaYeE&t=505s) number of pixels, like 1080p or 4K, and [8:28](https://www.youtube.com/watch?v=AltyB2aaYeE&t=508s) affects the clarity of the entire [8:29](https://www.youtube.com/watch?v=AltyB2aaYeE&t=509s) [music] image. While texture quality [8:31](https://www.youtube.com/watch?v=AltyB2aaYeE&t=511s) only changes the level of detail on [8:33](https://www.youtube.com/watch?v=AltyB2aaYeE&t=513s) object surfaces, not the entire image. [8:35](https://www.youtube.com/watch?v=AltyB2aaYeE&t=515s) Now, when it comes to texture detail, [8:36](https://www.youtube.com/watch?v=AltyB2aaYeE&t=516s) [music] most low-quality ones won't even [8:39](https://www.youtube.com/watch?v=AltyB2aaYeE&t=519s) show any pattern at all, just like the [8:41](https://www.youtube.com/watch?v=AltyB2aaYeE&t=521s) wrapping on the sheath. [music] When set [8:42](https://www.youtube.com/watch?v=AltyB2aaYeE&t=522s) to medium, some pattern starts to appear [8:45](https://www.youtube.com/watch?v=AltyB2aaYeE&t=525s) even though it still looks blurry. On [8:46](https://www.youtube.com/watch?v=AltyB2aaYeE&t=526s) high texture quality, the woven fabric [8:49](https://www.youtube.com/watch?v=AltyB2aaYeE&t=529s) detail [music] becomes clearly visible [8:51](https://www.youtube.com/watch?v=AltyB2aaYeE&t=531s) and more realistic. But if we set it to [8:53](https://www.youtube.com/watch?v=AltyB2aaYeE&t=533s) ultra or very high in this context, the [8:55](https://www.youtube.com/watch?v=AltyB2aaYeE&t=535s) difference is actually very small [8:57](https://www.youtube.com/watch?v=AltyB2aaYeE&t=537s) compared to high. That is why most [8:59](https://www.youtube.com/watch?v=AltyB2aaYeE&t=539s) people, including myself, prefer high [9:01](https://www.youtube.com/watch?v=AltyB2aaYeE&t=541s) instead of ultra, [music] especially [9:02](https://www.youtube.com/watch?v=AltyB2aaYeE&t=542s) since we won't notice the difference [9:04](https://www.youtube.com/watch?v=AltyB2aaYeE&t=544s) anyway, and it doesn't burden the GPU as [9:06](https://www.youtube.com/watch?v=AltyB2aaYeE&t=546s) much. [9:08](https://www.youtube.com/watch?v=AltyB2aaYeE&t=548s) NVENC. NVENC is a built-in hardware [9:10](https://www.youtube.com/watch?v=AltyB2aaYeE&t=550s) video encoder [music] inside Nvidia [9:12](https://www.youtube.com/watch?v=AltyB2aaYeE&t=552s) graphics cards, and it is useful for [9:13](https://www.youtube.com/watch?v=AltyB2aaYeE&t=553s) streaming and recording. So, normally [9:15](https://www.youtube.com/watch?v=AltyB2aaYeE&t=555s) when you're streaming or recording, the [9:17](https://www.youtube.com/watch?v=AltyB2aaYeE&t=557s) CPU is the one that handles it. But this [9:19](https://www.youtube.com/watch?v=AltyB2aaYeE&t=559s) is bad [music] because encoding is a [9:21](https://www.youtube.com/watch?v=AltyB2aaYeE&t=561s) demanding task, so it can lower your [9:23](https://www.youtube.com/watch?v=AltyB2aaYeE&t=563s) FPS. But with NVENC, the encoding is [9:26](https://www.youtube.com/watch?v=AltyB2aaYeE&t=566s) handled by a dedicated chip inside the [9:28](https://www.youtube.com/watch?v=AltyB2aaYeE&t=568s) GPU [music] instead. As a result, CPU [9:30](https://www.youtube.com/watch?v=AltyB2aaYeE&t=570s) usage stays lower and FPS drops are [9:33](https://www.youtube.com/watch?v=AltyB2aaYeE&t=573s) minimized. Anyway, I also made some [9:35](https://www.youtube.com/watch?v=AltyB2aaYeE&t=575s) other cool videos, too. So, don't forget [9:37](https://www.youtube.com/watch?v=AltyB2aaYeE&t=577s) to watch them later, okay?
