[H]ard|OCP have already gone through the highest quality video settings in Watch Dogs 2 which are still playable at a reasonable frame rate, now they are investigating how these settings actually effect the visual quality. The High Resolution Texture Pack does indeed make a difference to the world, much like it did in Skyrim but how do the two NVIDIA only shadow options differ from the Ultra setting? The Extra Details slider seems to be a renamed draw distance slider with the effect you would expect and there is a long look at the variety of AA options offered. If you are curious which of these options most appeal to you, take a long look.
"In Part 3 of our Watch Dog 2 series we focus on the image quality aspects of this game. We will compare high resolution textures, shadows, ambient occlusion, extra details slider and AA. If you are curious what those features look like, how they compare between quality levels, this article will give you an idea what to expect."
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Here’s what I know: the
Here’s what I know: the single biggest hit to performance in this game is when you have Screenspace Reflections enabled (there are two settings, Very High and Ultra.)
Disabling this nets between 20 to 25 fps at 4K! This is true even when there aren’t any obvious water sources being rendered on screen. The map is just huge, and it seems the game is going out of its way to render portions of it just in case you happen to jaunt over there.
Now, having said that, I can’t find anywhere in the HardOCP performance guide where they even mention Screenspace Reflections.
My recommendation is to not even bother with this game at 4K unless you are running Nvidia hardware, with at least a GTX 1070 SLI configuration (980 Ti SLI might do as well.) GTX 1080 SLI is recommended. A G-Sync monitor is *preferred.*
As for current generation AMD GPUs, don’t bother at all with any of them at 4K. They don’t have enough VRAM, and the 8GB cards are midrange and can’t play it at 4K.
Nvidia only, Is that you JHH!
Nvidia only, Is that you JHH! And yes AMD is only targeting the mainstream market currently but Vega will be here shortly! What about any AMD SKUs in CF and no extra costs for any SLI Bridge or G-Sync hardware charges on top of the already costly GTX 1080/1070 pricing!
GTX 1080 or 1070 = $$$$
SLI bridge = $$$$
G-Sync = $$$$
You wallet = 0!
HBM is needed because of the
HBM is needed because of the amount of data being sent. If these were RX-480’s then you wouldn’t benefit from HBM anyway.
It’s possible an RX-490 or whatever may need an HBM.
GSync does cost more, but most Freesync monitors are vastly inferior because they don’t support asynchronous mode on the low end.
You need a 2.5x or higher max/min ratio. 30Hz to 75Hz is okay, however 40Hz to 75Hz is not. In that case if you drop below 40FPS you either have STUTTER or Screen Tearing depending on whether it defaults to VSYNC ON or OFF.
There ARE good asynchronous monitors though (i.e. 144Hz, 2560×1440) which makes it so painful to NOT recommend them when there’s no high-end AMD GPU to also recommend.
GTX1070/1080 may be expensive but there’s no AMD competition so there’s nothing much to discuss there.
I’m writing from experience.
I’m writing from experience. No idea what “JHH” means.
Also, no idea why you think you know what’s in my wallet.
I have a machine with a Core i7-5930K and 1080 SLI (air cooled) and another with a Core i7-6700K and an R9 Nano (water cooled.)
The R9 Nano machine is really maxing it out at 1080p.
For 1440p you need to drop settings. The only setting I’ve really found beyond that impacts it more than 2X MSAA and Screespace Reflections shadows. I leave them at High on the Nano. “San Francisco Fog” is only an issue when it’s that time of day (and not every day.)
As far as Crossfire, well, my Nano machine is ITX. AND again, as mentioned, it doesn’t have enough VRAM to run effectively at 4K with the same settings I run on the 1080s.
JHH = Jen-Hsun Huang, and
JHH = Jen-Hsun Huang, and Vega is nearing release! And really the amount of folks that try to compare the mainstream RX 480 to the flagship GTX 1080 is amazing. Lets talk 2 RX 480s using the DX12/Vulkan APIs’ multi-adapter where that games makers can load balance the GPUs.
The gaming engine makers will be competing with each other to provide the gaming industry with the gaming engine and games SDKs with the most efficient methods of multi-GPU load balancing. So that CF/SLI will eventually be supplanted the DX12/Vulkan APIs managed GPU/GPUs resources and more asynchronous compute related non graphics gaming/compute accelerated on the GPU.
It’s not going to be hard for the games makers to use any gaming engine managed DX12/Vulkan multi-adapter managed features because the gaming engine makers will provide a ready made software framework for the games makers to call upon for proper multi-GPU load balancing. This will be part of the gaming engine’s SDK with all the multi-GPU management features automated/managed by the gaming engine. That Games makers will only have to worry about mostly the script related authoring to drive the game’s play with the hard work already done buy the Gaming engines and the real software engineers that do the hard parts.
So let’s test dual RX 480’s at a cost that is lower that a single GTX 1080 and see what differences there are currently and as the gaming engines/games evolve to see what some dual RX 480 systems can do now and over time. There is as much SP FP T-Flops of compute in 2 RX 480 as there is in a single Titan X(Pascal) so let’s see how the RX 480’s performance improves over time! Dual RX 470’s also because the RX 470 will probably be the price/performance leader for some very affordable multi-GPU gaming.
Absolutely nothing that you
Absolutely nothing that you said has anything to do with my comment. Other than games and hardware. There’s no connection, so why did you write all of this?