Texture filtering needs to be at max unless you don't mind that hideous mip line leading you everywhere.
World detail is useless to me, I needed screenshots to notice the difference (which was nothing more than slightly more trees).
Shadow detail makes some difference but takes away 10fps like that. Not worth it specially when a simple blob shadow can portray that illusion of depth just as well.
Higher car geometry and reflections aren't needed unless you use chasecam or hoodcam.
Opponents look just as good with low reflection detail and 1 notch in reflection update rate.
Overbrights did nothing much and I noticed a good 10fps difference parked on a pavement.
The only difference in display quality was a slightly lesser overexposure of the pavement texture, the sunburt effect remained intact.
Do all the above and bump it upto 1280 2xaa, it's worth every last bit at the cost of near zero loss in graphics quality (which gets made up for in bucketloads by the higher resolution and aa).
It will be faster than my setup too; I have a slower cpu, half the ram and nothings even overclocked.
Funny how GTR requires no tweaking to run at 1280 4xaa with
39 opponents using a brain instead of
3 using catchup (each with twice the polyrate and 1024x1024 liveries), a vertex damage model capable of some really subtle dents and scratches, an intricate physics model with realtime weather that can have showers in one part of the track and sunshine in another.
Sorry for the rave but GTR2 is officially announced
