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plm456
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加入日期: Jun 2015
文章: 850


pc版的真的不能衝首發
往例又再次證明最佳化實在有夠慘的
1070可以免強上60fps已全開效果為主
只有1080能上到70fps
其它就慘慘慘
     
      
舊 2016-11-29, 05:51 PM #31
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yz0547
Master Member
 

加入日期: Jan 2011
文章: 1,595
等更新個幾版再買不遲,反正眼下有幾個遊戲在排隊了
光這個真田丸割草我大概還能玩個一周以上
連這集陰屍路跟ww下好都懶得看了
 
舊 2016-11-29, 05:59 PM #32
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u3350829
Master Member
 

加入日期: Jun 2002
文章: 2,332
Red face

引用:
作者plm456
pc版的真的不能衝首發
往例又再次證明最佳化實在有夠慘的
1070可以免強上60fps已全開效果為主
只有1080能上到70fps
其它就慘慘慘


那個測試的版本是提前給媒體用的review version,
還是等有人測試正式版再定論....
另外,UBI的game在下也被荼毒過不少(?),
印象中似乎沒有哪個UBI遊戲更新幾個版本後性
能大幅躍進的,他家的更新幾乎都在修bug....XD~
So,合不合你的標準其實現在就能判斷了;;;
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Es muss sein!
舊 2016-11-29, 06:46 PM #33
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u3350829離線中  
plm456
Junior Member
 

加入日期: Jun 2015
文章: 850
引用:
作者u3350829
那個測試的版本是提前給媒體用的review version,
還是等有人測試正式版再定論....
另外,UBI的game在下也被荼毒過不少(?),
印象中似乎沒有哪個UBI遊戲更新幾個版本後性
能大幅躍進的,他家的更新幾乎都在修bug....XD~
So,合不合你的標準其實現在就能判斷了;;;


剛上巴哈看了
正式版也是一片慘況
感覺真的要脫離pc版的
想直接去買ps4版了說
舊 2016-11-29, 07:10 PM #34
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plm456離線中  
walkingdog
Golden Member
 

加入日期: Dec 2002
文章: 3,258
30FPS以上尚感覺平順, 20左右會感到LAG, 1080P開滿需5GB VRAM左右,
中階卡不要開ULTRA, 開HIGH~VERY HIGH就可以了, 當然, TXAA與MSAA
不要隨意開啟...


i5-4440, 16GB RAM, 470/8GB
1080P@ULTRA, 額外細節0~100%, SMAA

畫面設定


貼圖
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2013 UPCOMING PC-GAME
舊 2016-11-29, 08:33 PM #35
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walkingdog離線中  
walkingdog
Golden Member
 

加入日期: Dec 2002
文章: 3,258
剛去STEAM下載Ultra Texture Pack, 然後開4K@ULTRA, 就算顯示卡跑不動,
也一定要看看那樣的畫面, 看爽就好, 應該沒幾個人有辦法順跑...

這遊戲相當罕見可調整畫面銳利度(記得Doom也可以), 大概調10%就很有感了,
不用動用Reshade, 無論如何, 官方高材質包一定要裝, 底下是1440P與4K貼圖,
可下載後1:1觀看

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舊 2016-11-29, 11:03 PM #36
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walkingdog離線中  
Long GS
Junior Member
 
Long GS的大頭照
 

加入日期: Mar 2003
文章: 853
育碧出品,只買過全境封鎖...

玩了幾個月...

想起來還會閃出一滴尿...

舊 2016-11-29, 11:13 PM #37
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Long GS離線中  
walkingdog
Golden Member
 

加入日期: Dec 2002
文章: 3,258
這次steam與媒體review都不錯, 應該不是雷作, 安心下手吧~~
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2013 UPCOMING PC-GAME
舊 2016-11-29, 11:26 PM #38
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walkingdog離線中  
walkingdog
Golden Member
 

加入日期: Dec 2002
文章: 3,258
早上用GTX1080在城市鬧區玩了一下(舊驅動)

4K DSR ULTRA, SMAA, 銳利度50%, 額外細節0%
大約20~25FPS, 幾乎完美, 臨界瑕疵極少, 有達到初期trailer的水準, 某些場景很接近真人眼中看到的世界

1080P@ULTRA, SMAA+TXAA 4X, 額外細節0%
~40FPS, 非常流暢, 部份物件仍有鋸齒, 臨界瑕疵可以接受



4K DSV、VSR的質感無法藉由貼圖表達出來, 小弟就不再貼圖, 如果有1080雙卡或Pascal X
可以試一下, 以30FPS為門檻就好, 中階卡開1080P@HIGH~VREY HIGH可以順玩,
畫面也有一定水準, 只要摒棄60FPS情節即可...
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舊 2016-11-30, 09:14 AM #39
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walkingdog離線中  
walkingdog
Golden Member
 

加入日期: Dec 2002
文章: 3,258
補充一下


NV部份
GTX1080灌最新優化驅動, 4K ULTRA有明顯提升, 大概25~35, 開Temporal Filtering之後FPS衝到50上下, 目前4K在此設定玩很流暢


AMD部份
470/8GB原本用1080P@ULTRA, 除了不夠流暢, 臨界瑕疵多到可怕, 非常礙眼,
改用VSR 3200X1800@HIGH, 開Temporal Filtering, FPS約35左右, 更流暢更漂亮, WD2畫面可調整項目很多, 玩家可以找出自己折衷值



TPU&Computerbase
https://www.techpowerup.com/reviews...h_Dogs_2/4.html
https://www.computerbase.de/2016-11...gs-2-benchmark/

高材質DLC很吃VRAM, 會多吃將近2GB, Computerbase建議有8GB VRAM再使用



另外有關Temporal Filtering, 開啟後FPS會大跳躍, 底下是TPU說明
This boosts performance greatly by rendering at half the resolution while the player is moving.

NV-WD2 GUIDE對其說明
http://www.geforce.com/whats-new/gu...rformance-guide

Temporal Filtering
If you're interested in graphics technology, you've probably heard a lot of talk about "checkerboard rendering" in relation to the PlayStation 4 Pro in recent weeks. This new, upgraded PlayStation 4 is promoted as being capable of 4K graphics, and given a lower-fidelity game it most certainly is. In high-fidelity games, however, it has to use a clever workaround called "checkerboard rendering" to achieve a higher-resolution image without tanking the framerate.
In simplified terms, checkerboard rendering upscales the resolution from 1920x1080 to 3840x2160, and uses data from the previous frame to create new detailed pixels that fill in the blanks between the pixels that were upscaled, avoiding the blurriness that would otherwise occur. The result is then further improved with other techniques, and smoothed out with anti-aliasing.
This same principle was already achieved in a similar fashion in last year's Rainbow Six Siege, which introduced us to what Ubisoft calls "Temporal Filtering" (page 45-65). That first-take on the idea rendered the same number of depth samples as a full-resolution 1920x1080 picture, but only half the shaded samples, improving performance at the expense of image quality. This manifested as a reduction in the quality and visibility of Ambient Occlusion shadowing, increased shader aliasing, decreased lighting and shading fidelity, and a loss of fidelity on smaller game elements, such as leaves, grass, visual effects and minute pieces of geometry.
In the year since Ubisoft has greatly improved their implementation of the technique, avoiding almost all of the previously-observed pitfalls. Such is the level of improvement, in fact, and the performance of the game with Temporal Filtering enabled, you can increase the resolution from 1920x1080 to 2560x1440 whilst simultaneously benefiting from a faster framerate and improved image quality. Take a look for yourself in our interactive comparisons below.
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舊 2016-12-01, 12:03 AM #40
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walkingdog離線中  


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