It is better to enable it, but if you do not like this effect, you can disable it. It also helps to make animations smoother at FPS below 60. However, all glossy surfaces will become more matte. On most PCs weaker than the minimum system requirements, it is best to turn it off. Reflections are another resource-intensive setting, along with shadows. But to set the maximum quality, you need a 6 gigabyte video card. The higher the quality of the textures, the clearer and more detailed the surfaces of objects look. Fortunately, the average quality looks good enough, so this is the best choice. Traditionally one of the most "gluttonous" graphics parameters. You can noticeably reduce the processor load if you lower it to medium quality. Responsible for the elaboration and the number of small details in the background. Therefore, you can safely set the maximum quality to 16x. On most relatively modern video cards, it has little effect on performance. Corrects blurring of surfaces located at an angle to the camera (technical rendering feature). Therefore, it is better not to lower this parameter below 100 and leave the "Dynamic resolution rate" off in the "Display" tab. But we do not recommend doing this - all the graphics in the game will immediately become "soapy". If your video card does not support DLSS (the GeForce RTX series is required), then you can use the usual upscaling - stretching the picture to the screen resolution from the lowered one, without processing. A small input lag will appear, but it does not interfere in games of this genre. It will make the video sequence as smooth as possible by equalizing the rendering time of all frames and limiting the performance to 60 or 30 FPS (screen refresh rate or half). In third person single player games, it is worth turning on vertical sync. This is to prevent the system from wasting resources on maintaining the desktop. Enable full screen mode as well as exclusive full screen mode. While Vanquish is based on Bayonetta's codebase to an extent, the team switched to a deferred renderer for this title which often presents issues, particularly with multi-sampling anti-aliasing. There aren't a lot of options here, but this is likely due to the engine. Standard FXAA is also included and while far from ideal, it seems to be the best option available (short of using GPU-level super-sampling). The console implementation is heavy filtered which helps hide artifact but on PC, shadows are razor sharp, meaning that if you aren't running maxed here, there are some blocky artifact.Īnti-aliasing is probably the weakest upgrade in the package - you get various forms of what is called 'Edge AA', but this doesn't appear to be multisampling. The most significant improvements stems from shadows - it's possible to greatly increase shadow resolution on PC though shadows themselves are rendered differently. A higher quality motion blur implementation is also appreciated. What we did enjoy was the ability to remove LODs completely, meaning no geometry or texture 'pop' as higher quality models are swapped in as you move closer to them. Platinum has added ambient occlusion to the visual mix, a welcome upgrade, but not exactly the most impressive implementation we've seen. Overall, when looking at both versions, the general sense is that the PC version basically wipes away a layer of Vaseline, revealing the true quality of Platinum's original assets - but this doesn't mean that there aren't a few genuine improvements.
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