render scale: changes the screen resolution of the 3d objects without affecting the gui (performance impact: high)
texture quality: affects the resolution of the textures (though I don’t see difference between medium and high) (performance impact: low-medium)
texture filtering: affects the texture quality in the distance. The lower it is the more blurry the road texture looks in the distance. (performance impact: low)
local fog detail: affects the resolution size of the god rays (like the sun beams in temple attack spawn) (performance impact: high)
dynamic reflections: adds real time reflections to some map objects (RTX before RTX if you will) (performance impact: high)
shadow detail: affects shadow resolution. The characters have no shadow when is off buildings only have shadows baked into the textures (performance impact: high)
model detail: as the name says. When combined with low preset settings you can get very low poly character models and physics objects are removed from the maps. (performance impact: depends on presets)
effect details: this is mostly dynamic lighting from weapons. It affects the rain and snow effects too. Removes some particles from the map when is at lowest. (performance impact: high)
lighting quality: Baked lights on the map. Some places are lit differently depending on the settings. (performance impact: low)
antialias quality: blurs the pixels between objects. (performance impact: medium)
refraction quality: controls the resolution of bump mapping like the ripple effects on the spawn doors. It is bugged for epic quality preset for some reason and gets set to low automatically. (performance impact: low)
screenshot quality: takes screenshots with different sizes. At x1 screenshots are taken in jpg format. For anything above, they are saved as bmp files which are much larger and also missing some elements of the gui when used.
local reflections: affects the texture of the baked reflections. lower value means less accurate reflection. (performance impact: low)
ambient occlusion: adds shadows to edges to give more realism to the objects. (performance impact: high)
damage fx: removes blood particles at low (performance impact: low)