![]() In the meantime, if you want to be charmed all over again by what a Gears game can push visually hand-in-hand with the latest Unreal graphics engine, you'll want to play all of its modes-campaign, versus, and "Horde" co-op-on a decent PC. We're not gonna hit reset and be thinking, 'How are we going to do this? We're not ready for it.' I can't go into specifics about Gears 4, but look at what we're doing on Windows, what we're doing on Gears 4-it looks pretty good for what we'll be able to do on future hardware." We're set up to take advantage of future hardware, more horsepower, and more capabilities. We support 4K texture resolutions, additional features. "We've made a foundational technology for the franchise to work over the next 10 years. "When we built this game over the last three years and went to a new engine, we optimized for a new console generation," Raynor said. Raynor? Can you elaborate on that and whether it means we should expect Gears 4 to play nicely on, say, Project Scorpio? It looks awesome, but it's very GPU-hungry." (While I couldn't test Raynor's assertions that the game has been optimized to make the most of SLI graphics card performance, he insisted that users would see substantial boosts if they double-card.) Advertisementįuture systems, Mr. "You need a really high spec to get in there. I didn't have as much luck pushing some of the settings into the menus' crazy-high "insane" setting, which might be because, according to Raynor, that setting has been offered for future systems and SLI power users: "The game will scale with new hardware that will come out," he said. I also jacked up settings beyond my rig's near-ultra default and dropped the resolution to 1440p, which still looked gorgeous and rocked a 60fps refresh. ![]() ![]() There's a huge upper range we support with what we've done." A lot of games out there have monster GPU but get framelocked because you're CPU bound. It's letting us have more direct control over what the GPU's doing. We've completely parallelized the rendering system, meaning we're utilizing and running more CPU cores. One big focus we had was to lower the simulation cost to give headroom for the GPU. "The DX12 graphics API takes away a bunch of layers from the developer and hardware. "DirectX 12 is a big part of how we're able to get additional performance out of the PC," Technical Director Mike Raynor told Ars. Not only that, but these settings were clearly exceeding what the Xbox One could muster, with higher-res textures and much more noticeable bloom and light-contrast effects, along with more object density and more intense particle swarms. With nearly every setting at "Ultra," I was getting a locked 60fps in all modes. My first impressions of the game's latest preview build came courtesy of a high-end PC decked out with a GTX 1080 graphics card, an i7 processor, 32GB of DDR4 RAM, and a low-latency 4K monitor. To be fair, of course, I had been spoiled. and a separate menu for "Real-time cinematics settings."
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