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Max Payne 3 Performance and IQ Review

 
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PostWysłany: Śro 19:03, 11 Gru 2013    Temat postu: Max Payne 3 Performance and IQ Review

Max Payne 3 Performance and IQ Review
On Friday, June 1st, 2012 the long awaited Max Payne 3 came to the PC. The game had already been out on consoles for a few weeks prior to the PC version. The PC version was held up because the PC version was going to pack in it some unique graphical features the console versions did not have. This separates the PC version from its console step brother and gives the PC version a fidelity edge that should be experienced. The Steam installation for this game is 35GB and that relates specifically to the fact that Rockstar packed the PC version of the game with higher quality resolution textures and other bleeding edge DX11 3D effects.
We briefly covered Max Payne 3 on day one. We played through the first chapter and reported performance and image quality. Since then,[url=http://www.sport.fr/sponsoring/uggpascher.html]ugg pas cher[/url], we have played through the entire game and taken a deep look into performance and image quality.
Before you go on, we suggest clicking the link above and read the PDF presentation screenshots on page one of our preview. This will give you an overview of some of the unique things MP3 is doing on the PC.
This game uses Phong Tessellation, which is new. There are also many other DX11 effects in use. For the PC version of this game Rockstar has made several of its graphics effects scalable. For example you'll be able to scale the quality of water, shadows, character detail, and texture detail. This game benefits from the use of Hull/Tessellation/Domain shaders to improve characters and vehicle detail. This game uses Gather4 to optimize shader sampling and FXAA sampling. The full gamut of geometry shaders and stream output in DX11 and DX11 texture samples are technologies used on the PC version of this game. All of these features truly separate the PC version from the console version.
Above is the game menu from this game showing you the highest ingame settings possible. Starting from the top, you are able to select the DirectX version. This game actually lets you select between DX9, DX10, DX10.1, and DX11. That means MP3 is very flexible on a wide variety of PC hardware. So you'll get the best experience possible based on the API you can run. For all of our testing, we are going to run in DX11 mode.
This game does natively support multidisplay configurations. You will find tripledisplay and even sixdisplay supported outofthe box for PC users. This is amazing, and we are glad to see this kind of support outofthebox. You can enable or disable VSYNC from here as well.
Moving down to the other settings, you can select very high texture quality, high texture quality, or normal texture quality. At very high texture quality you will have enabled the PC specific version of the higher quality/higher resolution textures unique on the PC. So, to get the best quality make sure texture quality is set to "very high." The shader quality only goes up to "high," there is no "very high" option. All of the other settings, shadows, reflection, and water change the quality of those specific effects individually. We had no trouble keeping all of those at "very high."
Moving further down, you can select FXAA or MSAA or both for this game. The FXAA option has a normal, high, and very high option. We suggest just using very high FXAA, it doesn't cause much performance impact as you will see and you'll get the best overall image quality. With MSAA you can select between 2X, 4X, and 8X MSAA. There is a VRAM counter, and if the game will exceed the VRAM of the video card you won't be able to set that MSAA setting.
This game also offers an anisotropic filtering setting. By default this is at 4X. We recommend setting it to 16X AF to get the best texture filtering. This means textures will be sharper and less blurry into the distance.
This game supports ambient occlusion in the form of SSAO and HDAO (High Definition Ambient Occlusion.) SSAO is faster than HDAO, but HDAO actually doesn't cause as much of a hit to performance. For example, it causes less of a hit to performance than HBAO does in BF3. We found HDAO useable on every video card.
Finally there is the tessellation option. You can select the quality of tessellation, with very high being the highest setting. Overall, there isn't enough of a performance degradation to have to use a lower tessellation option as you will see.
In the end, we tested and found that Chapter V produced the lowest overall average framerate in the game. In Chapter V you are running through an old ship yard, it is mostly outdoors, it is raining and there are a lot of shader effects going on even though it is nighttime. With all the shader effects taking place, this chapter had the largest overall performance impacts. We found that if you could achieve playable performance in this chapter, every other chapter would be playable in every scenario.
Therefore, our runthrough takes place from the beginning of Chapter V all the way to the docks right before you get on the boat to get out of there. This provides a long and healthy runthrough of 10 minutes. Every effect the game is capable of is used. We use bullettime as well as slowmotion dodge. We kill all the bad guys along the way so there is plenty of blood and carnage.


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