Game settings were configured to "Extra" (effectively “Ultra”), "High," and "Medium" presets at 1080p, 1440p, and 4K resolutions. NVidia's 358.87 drivers were used for testing, including the Battlefront and Call of Duty patches. The latest AMD Catalyst drivers (15.11 beta) were used for testing, including the Battlefront and Call of Duty patches. ![]() Our thanks to supporting hardware vendors for supplying some of the test components. We tested using our 2015 GPU test bench, detailed in the table below. ![]() Useful for users seated farther from the screen or using high-resolution displays. Screen Resolution: Scales user interface (HUD) up or down. Render Resolution: Scales game graphics rendering up or down, allowing for super- and down-sampling. This is best seen when looking at points of contact between surfaces and the underside of plant life. Filmic is disabled for multi-GPU configurations.Īmbient Occlusion: Screen-space ambient occlusion impacts the realism with which light interacts with world objects, including reflectivity and proliferation of light as it bounces from reflective surfaces. This is a temporal setting that analyzes multiple frames during application, making its impact very difficult to showcase in still screenshots. Primary setting is Filmic SMAA, which creates a more cinematic (read: film-like) smoothing of object edges. Requires Order Independent Transparency.Īnti-Aliasing: Tested loosely below. Proliferates through smoke or other volumetric particles. Volumetric Lighting: Creates “godrays” and other sunbeam or cascading light effects. Order Independent Transparency controls the count of transparency FX and controls transparent object sorting. Order Independent Transparency: This setting is required on for volumetric lighting effects. – and casts a slight red glow from the underlying blood. This is done when light propagates (think: sort of like capillary action) through thinner skin – ears, hands, etc. Subsurface Scattering: Subsurface scattering is a lighting effect that creates more realistic skin. Enabling this setting will allow non-static objects to cast shadows, like grenades and other dynamic elements. Increased shadow map quality will create smoother shading/shadow effects with fewer stand-out pixels and jagged edges.ĭynamic Shadows: This is a toggle setting. Shadow Map Quality: Resolution of shadow maps. Primarily impacts detail level of large objects and environment elements. Changes apparent object detail and smoothness. Mesh Quality: LOD (level of detail) adjustment for meshes. Texture Filtering: Filtration effect quality as applied to in-game textures and textured elements. This changes the apparent depth and grit present in a surface. Texture Quality changes texture resolution in-game. Texture Quality: Pretty straight-forward. This is our top-level overview that we already published in our GPU benchmark for the game. The above screenshots show Black Ops' graphics options in their entirety. ![]()
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