Windom Earle
Member
yeah its not, the PC version not far off at all unless you run MSAA and this takes huge hit
Maybe you should check your setup then. The PC version comes very close to the 2012 demo. PS4? Not a chance.
yeah its not, the PC version not far off at all unless you run MSAA and this takes huge hit
Maybe you should check your setup then. The PC version comes very close to the 2012 demo. PS4? Not a chance.
I have dropped to High and it does have worse textures than PS4 in high, Aiden's coat, the signs anything close by is lower, I posted a Comp of it earlier
I will look for it.
Sorry my bad should have posted it myself, here it is
http://www.neogaf.com/forum/showpost.php?p=113733061&postcount=870
Carry on with the quality trolling.
That's what I suspected. But can such a minor downsample really have a noticeable effect?
There is a video out, there are a lot of effects that seem straight missing in the final version. Especially in that club scene. The smoke for example.
http://youtu.be/L_A6Z3gkXlk
Carry on with the quality trolling.
There is a video out, there are a lot of effects that seem straight missing in the final version. Especially in that club scene. The smoke for example.
http://youtu.be/L_A6Z3gkXlk
found my settings for it to run fine and without looking bad
now the problem is that the game is just boring
But tweaking is the fun part of PC gaming. The fact that I can decide what to do with my game and how it is presented to me. Now WD is unoptimized in places obviously, but there are tons of options for you to dig in and mess around with.
That's what I suspected. But can such a minor downsample really have a noticeable effect?
Did you try the method I outlined? If you used the frame rate limiter in Nvidia Inspector or an external frame rate limiter you will still get regular stutter, albeit reduced and less noticeable.
There is a video out, there are a lot of effects that seem straight missing in the final version. Especially in that club scene. The smoke for example.
http://youtu.be/L_A6Z3gkXlk
Yep. There's a massive difference in tone, lighting, shadow and environmental effects like smoke, wind and the way the water sprays off the tyres on cars.
Would it have been different if it was next gen and PC only?
Do you have any examples to show? From what I've seen it seems very glitch-free for what is a very flappy physics object.They need to fix Aidens physics on his jacket, at least on PC. It kinda has a mind of its own and has seizures.
But the final PC version also has effects the 2012 demo didn't.
I think what it mostly boils down to is the artists change in direction. Some considerations may have been technical, but I think mostly the changes the game had were designers changing their minds about things. And its their game, so there is no point arguing about it.
Sure, the smoke in the 2012 was cool, but an artist may go, you know what that is too much lets dial it down. I have to admit, seeing how much smoke is in the club in the 2012 demo is overboard.
Watch the Assassins Creed Unity trailer if you want to know what a next-gen exclusive and PC game looks like...
Watch the Assassins Creed Unity trailer if you want to know what a next-gen exclusive and PC game looks like...
Is there a way to fix the constant stuttering while driving around? (not small stutters, sometimes it straight-up freezes for a second) I have everything on low and it's still a big issue, even when trying the high setting stutter fix in the OP. Framerate-wise the game runs fine, so this is getting a bit annoying.
Specs:
HD 7850
i5 4670k
8GB RAM
Would moving it to my SSD help?
Is triple buffering the same as the max buffered frames in game?
I haven't tested properly, but I no longer have hitches when I drive fast in the city after enabling triple buffering.
Also I still had tearing with triple buffering on and VSync off.
If I've set the frame rate to 30, is there any benefit in setting VSync to 2?
I'm fairly confident that the answer that question is yes. But I'd need to know how you are enabling this "triple buffering" setting.
DirectX only supports a render buffer queue, and forcing this queue to use 3 buffers (through some utilities for example) is mislabelled as triple buffering all over the place. Anyway, the naming is semantics in the context of this thread.
I'm not sure what the Vsync frames setting in Watch Dogs is doing when set to "1", but the result feels like at least a 3-buffer-queue with Vsync. When it's set to "2", it appears to be enabling double-buffering with Vsync.
I believe the max buffered frames setting is manipulating the render buffer queue that DirectX utilises. The more frames in your queue, the smoother the delivery of frames to the display can be. However the downside of a queue like this is that it adds latency, as the render queue cannot drop frames and forces them all through to the display. So what you see might be rather an old frame. The result is sluggish response from the game. The longer the queue, the greater the latency.
It would be great for someone from Ubisoft to communicate what these settings are really doing, because how they relate to one-another could offer customers some insight into how best to configure the game.
Watch the Assassins Creed Unity trailer if you want to know what a next-gen exclusive and PC game looks like...
Or The Division.
Let’s go back to E3 2012 when Watch Dogs was announced. Nvidia is frequently involved in the development process before a reveal like that even occurs. “We’ll typically have a kick-off meeting with the developers and brainstorm cool new effects, show them a catalog of what we have in terms of libraries,” Cebenoyan explains. “We’ll prototype something outside of their engine to give them an idea what that effect might look like.” His team will speak with the developer’s artists as well, and generally provide insights into performance, features, and effects which may have been otherwise impossible — or at the very least restricted — by a developer’s budget, resources, or simply time.
Or The Division.
Carry on with the quality trolling.
Thanks man!dude owns it on both platforms, has played both and provided proof. This is his opinion, if you disagree with him that's one thing, but he is most certainly not trolling.
Yeah it just looks like a combination of textures, if you look at the cabinet and the sheet nearest the screen on both you can see the PS4 is higher, but other textures appear only high on PS4..its like a mix.Yes. Thanks. I did find it.
I'm not sure looking at your other screen shot that high on PC looks that different from the PS4 version but as you've double dipped and can see them in motion then you'd know.
I bet you The Division won't look like that by the time it releases, even on PC.
...Until the games don't match their original trailers and we're back again on the forums arguing about it.
In my opinion, this response by the Nvidia guy on the gameworks article, is a blatant admission that the early trailers are never really what we get in the final form (especially when it comes to Ubisoft games) :
That doesn't explain why a feature like depth of field + bokeh is still in the game but doesn't behave as it did in the earlier footage....Until the games don't match their original trailers and we're back again on the forums arguing about it.
In my opinion, this response by the Nvidia guy on the gameworks article, is a blatant admission that the early trailers are never really what we get in the final form (especially when it comes to Ubisoft games) :
I bet you The Division won't look like that by the time it releases, even on PC.
You are reading it incorrectly.
Nvidia demos effects outside of game engines that are "impossible" for a normal team with no large dedicated budget.#
Not that the 2012 thing was impossible.
That doesn't explain why a feature like depth of field + bokeh is still in the game but doesn't behave as it did in the earlier footage.
That doesn't explain why a feature like depth of field + bokeh is still in the game but doesn't behave as it did in the earlier footage.