Graphics Settings Explained
A practical breakdown of the DERELIKT graphics settings: low-res mode, texture warping, and dithering, plus three combinations worth trying.
DERELIKT hides an unusually consequential decision inside a very short options menu: three toggles that decide whether you are playing a lost 1999 shooter or a clean modern one wearing retro art. The DERELIKT graphics settings matter because none of them is a cosmetic filter — each one moves the game between the period-correct presentation it was reconstructed to deliver and a sharper, steadier alternative. Set the DERELIKT graphics settings carelessly and you either sand the personality off the whole expedition or give yourself a headache; set them deliberately and the descent into the carcass looks exactly as wrong-in-the-right-way as intended.
What the DERELIKT Graphics Settings Actually Change
The menu boils down to three presentation controls, and each one is a straight on/off or low/high choice rather than a stepped slider. There is no middle position to agonize over — you pick a side.
| Control | What it changes | Era-accurate pick | Cleaner pick |
|---|---|---|---|
| Resolution mode | Swaps a deliberately chunky low-resolution image for a sharp high-resolution one | Low-res | High-res |
| Texture warping | The stretch-and-swim distortion that affine texture mapping creates on large polygons | Warping on | Warping off |
| Dithering | The grain-like stipple pattern visible across color transitions | Dithering on | Dithering off |
Resolution mode is the broadest stroke of the three. Low-res is the crunchy, era-accurate presentation the art direction was built around; high-res is the clean read. Because it is a toggle rather than a scale, you are choosing between two identities rather than fine-tuning sharpness.
Texture warping reproduces a genuine hardware limitation rather than an artistic flourish. PlayStation-era rendering used affine instead of perspective-correct texture mapping, so surfaces visibly stretch and swim as polygons grow large on screen. Turning it off gives you steadier geometry and gives up the single most recognizable artifact of the look.
Dithering layers the speckled pattern that 1990s hardware used to fake extra color depth. It is usually the first thing to switch off if visual noise bothers you, because disabling it smooths gradients and clears the patterning out of skies, lamps, and metal.
One honest limitation: no frame-rate cap, upscaling mode, anti-aliasing option, or field-of-view slider has been described as part of this menu. A widescreen option was referenced in earlier discussion of the game but does not appear in the current three-toggle description, so treat it as unconfirmed until you can read the shipped options screen yourself.
Why the Retro Look Had to Be Rebuilt, Not Filtered
Understanding how the presentation was assembled explains why the toggles feel so different from a typical "retro filter" switch. The aesthetic was reconstructed effect by effect — the PS1-style renderer was assembled from affine texture warping, dithering, animated textures, and hand-painted vertex lighting rather than applied on top of a modern frame.
| Technique | What you see on screen |
|---|---|
| Affine texture mapping | Surfaces that stretch and swim as polygons fill more of the view |
| Dynamic subdivision | Geometry splits into smaller and smaller triangles as the camera closes in, so tight corridors keep their structure instead of dissolving |
| Hand-painted vertex lighting | Static lighting baked by hand into vertex colors, producing the soft, blotchy shading the era is remembered for |
| Roughly one-meter world tiles | Flat walls segmented into meter-wide chunks, the main reason the level geometry reads as blocky |
The subdivision detail is the one most players never notice but always feel. Modern tessellation is too optimized to sell the illusion, so the older software approach was emulated instead. That produces the distance "pop" where triangles split and surfaces shift as you walk — the actual source of the wobble people associate with the era. Leave warping on and you keep both halves of that effect; turn it off and the geometry settles down while the dithering still carries the mood.
Three DERELIKT Graphics Settings Combinations Worth Trying
The three toggles are independent of one another, so there are no preset buttons to lean on. You assemble the look yourself. These three combinations cover the sensible range:
| Look | Resolution mode | Texture warping | Dithering | Best for |
|---|---|---|---|---|
| Full 1999 | Low-res | On | On | Anyone who wants the fiction exactly as designed |
| Readable retro | High-res | On | On | Large, high-resolution displays |
| Modern presentation | High-res | Off | Off | Comfort, clarity, and long sessions |
Full 1999 is everything on. Chunky pixels, swimming textures, visible grain — the game read as a recovered 1999 release rather than a tribute to one. Start here for at least one chapter, because you cannot judge what the art direction is doing until you have seen it unmodified.
Readable retro keeps the two personality-defining artifacts and buys back sharpness. On a 1440p or 4K panel this is often the sweet spot: low-res mode can read as soft rather than nostalgic once your display is dense enough to expose it.
Modern presentation strips the era out. Surfaces stay stable, gradients stay smooth, and the game plays like a contemporary shooter wearing a retro art style. It is the right pick if you are prone to motion discomfort from swimming textures.
If the texture work looks rougher than you expected, that reaction is anticipated rather than a bug — the low-res presentation is deliberately abrasive, and the toggles exist so you can dial it back instead of arguing with it. There is a real range between "authentic" and "comfortable," and no penalty for landing anywhere in it.
Matching the Settings to Your Display and Playstyle
Most arguments about the DERELIKT graphics settings are really arguments about screens. The same configuration can feel perfect on one panel and unpleasant on another.
| Your situation | Resolution | Warping | Dithering | Reasoning |
|---|---|---|---|---|
| 1080p monitor, first run | Low-res | On | On | Low-res matches the pixel density the art was built for |
| 1440p or 4K display | High-res | On | On | Keeps the artifacts, avoids a soft image |
| Motion sensitivity | High-res | Off | On | Stable geometry, era grain retained |
| Streaming or screenshots | Low-res | On | On | The most legible version of the game's identity at small sizes |
| Second playthrough | High-res | Off | Off | Lets you read environmental detail you missed |
| Laptop speakers, dim room | Low-res | On | On | Matches the atmosphere the presentation is built to sell |
A few practical tips:
- Change settings before the first elevator ride. The opening descent sets the tone, and you want your final look locked in before it.
- Judge dithering in a dark corridor, not a bright hub. The stipple pattern is most obvious on smooth gradient surfaces such as light pools and fog.
- Judge warping while strafing past a large wall. Affine distortion shows up on wide, close polygons — standing still will tell you almost nothing.
- Do not stack every artifact just because you can. If you find yourself squinting, drop dithering first; it costs the least character.
Demo, Launch, and What to Verify Before You Settle
Because the settings described above are framed as full-game options, the demo build may expose fewer of them. Open the options screen yourself rather than assuming the shipped configuration.
| Detail | Status |
|---|---|
| Demo | Released October 8, 2026; three chapters playable out of sequence, with a feedback form left open through the October Next Fest |
| PC launch | November 13, 2026 across Steam, GOG, and Epic |
| Console launch | PS5 and Xbox Series X|S also dated November 13, 2026 |
| Settings coverage | Described as full-game options, so the demo menu may be a subset |
The demo is still your best chance to audition all three looks on your own hardware before committing, and the out-of-sequence chapter structure means you can jump straight to a dark interior section where dithering and warping are easiest to read. If a toggle is missing from the demo menu, assume nothing about launch and check again after release.
FAQ
How many DERELIKT graphics settings are there?
Three are publicly documented: resolution mode, texture warping, and dithering. A widescreen option has been mentioned elsewhere but is not part of that three-toggle description, so neither three nor four should be treated as an exhaustive final count until the shipped menu is documented.
Should I turn texture warping off in the DERELIKT graphics settings?
Turn it off if swimming surfaces bother your eyes, you play in long sessions, or you are on a large high-resolution display. Leave it on if authenticity is the goal — the warp is the most recognizable element of the whole look, and the subdivision pop that comes with it is part of the same effect.
Does the demo include the same toggles as the full game?
That is not confirmed. The demo arrived October 8, 2026 with three chapters, while the toggle descriptions are framed around the full game, so open the demo's options menu and check what is actually present rather than assuming parity.
Can I mix the DERELIKT graphics settings however I want?
Yes. The three controls are independent, so nothing stops you from running high-res with warping on and dithering off. The three combinations outlined above are starting points, not the only valid configurations.
Related Guides
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PS1 Graphics and Visual Settings
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Visual Modes and PS1 Aesthetics Guide
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