![]() ![]() Motion blur in this game actually does not look too bad mainly because it is not overly done and cost about 1-2fps. Depth of Field is very expensive, almost 10fps - good thing I don't like it for gaming (motionless images it is good but for games not in my opinion). Parallax Occulsion Mapping looks stupid on the highest setting - it distorts the textures too much stretching the textures, making roads look like rocks sticking up where a car would have a rather hard time rolling, walking on the road would be a torturous endeavor, bricks that stick out from the mortar several inches (setting to just on looks best for IQ to me). The sharpen filter sucks docky and usually does what sharpen filters do - add noise and not resolution. TempAA does an outstanding job on edges while blurring is the only side effect. For the Nano it does not hit too much on the performance. The game looks rather awesome - lighting is outstanding, I like the volumetric lights and looks best on Ultra. I believe the former but expect the latter Considering PC GPU's are way more powerful this could be another surprise or another Tomb Raider with virtually zero difference in performance. Now what if the DX 12 jump in performance for AMD GPU's is like Doom with Vulcan? The PS4 version IQ is similar to the PC High Quality at 1080p albeit probably around 30fps (more consistent). Supposedly the results are very good (Durante uses TAA + lumasharpen in Deus Ex and swears by it). The build in sharpening option is too aggressive, leading to oversharpening, but the blur caused by TAA can be mitigated by using ReShade/SweetFX to apply lumasharpen to the image. Very High AO is bugged and introduces some shimmering artifacts even with TAA enabled, and it also does not apply to the character and it's immediate surrounding, it's better to use "On" option (although the disctance at which it is applied is shorter). Very high shadows are bugged in some places, and High shadows look better: Compare:ĭeus Ex Mankind Divided : Screenshot Comparison The bug is that the distant shadows are not rendered at all when CHS is enabled. It is recommended to disable Contact Hardening Shadows completely, as it's bugged in it current state (plus it's very demanding, it's AMD's response to Nvidia's PCSS, but it's inferior). Source: Deus Ex: Mankind Divided im BenchmarkĮDIT: I am following NeoGAF performance thread for DE:MD and I have a couple of pointers. ![]()
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