![]() If we turn anti-aliasing off and set shadows down to High, we got a slight FPS boost to a 43 FPS average on the GTX 1080 and a 49 FPS average on the RX Vega 64. With every graphics option set to max, the GTX 1080 produced an average of 39 FPS while the RX Vega 64 pulled ahead with an average of 44 FPS. Not only can we can benchmark performance at 4K (3840x2160), but we're now able to factor in that 4K HD texture pack since these high end cards have 8GB of VRAM or more. The system we used for this also had an Intel Core i7-6700K CPU and 16GB of RAM. What if you're on a high-end system and want to do 4K? We also ran the benchmark with a few of the beefiest graphics cards: AMD's RX Vega 64, and Nvidia's GTX 1080 and GTX 1080 Ti. Regardless, if you meet the recommended specs, you should have no issues running Shadow of War at 1080p with plenty of visual bells and whistles. ![]() If we max out all the quality settings (except for textures), the average went down to 51 FPS it's still playable, but not as smooth as we'd like. The benchmark tool tries to capture many of the scenarios you'd encounter in-game.īumping shadows up to Ultra alone brought the average down to 62 FPS, which is still an admirable result. This gives you a little wiggle room if you want to bump a few other options up a notch. For the most part, the live FPS readings were consistently between the mid-60s to mid-70s. It hit a minimum of 41 FPS but just for a brief moment it got as high as 96 FPS. With our modest system close to the recommended specs and aforementioned choices in graphics settings, the benchmark results showed an average of 71 FPS. ![]() It even provides you with a neat little benchmark tool to get specific frame-time readings and FPS results through a 60-second fly by of an in-engine sequence, which is how we tested our systems. Not only does the game explain what each setting does, but it gives you a breakdown of how the settings affect system memory and VRAM consumption. Shadow of War does a great job of showing you what's going behind these graphics settings. Texture filtering should be set to Ultra this basically means anisotropic filtering is set to 16x. You'll definitely want this on over FXAA (fast approximate anti-aliasing), which tends to look too blurry. It's an increasingly popular technique to get rid of jaggies, since it hits a nice balance of quality and performance. For anti-aliasing, we used TAA (temporal anti-aliasing). The game doesn't specify what type of ambient occlusion techniques it uses outright, but we found Medium to be a good balance between performance and visual quality with our specs. Graphics options menu in the PC version Shadow of War Depth of Field is an effect that blurs areas that aren't at the focus of the player, and you should set this to your preference. Tessellation adds more three-dimensional detail to surfaces based on mapping data we kept this on for more visual flair. Texture quality is also set to High since Ultra is specifically for the 4K texture pack and requires a video card with at least 8GB of video memory. Lighting, Shadows, Mesh qualities are all set to High. While Shadow Of War has six graphical quality presets, we're going custom here. Dynamic resolution helps maintain consistent performance by adapting resolution in real time to how demanding the game gets you can set the floor for how low the resolution goes. V-Sync helps prevent screen tearing, although we prefer to keep it off. ![]() We're sticking with 1080p for our resolution, but there are more than enough choices here, even allowing you to try 8K (7680x4320). Our PC includes an Intel Core i5-3570K CPU, MSI GTX 970 GPU, and 8GB of RAM. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |