![]() Hardware and engines are ideally built for optimised image quality and the impression of detail while intelligently scaling down, but sometimes "ultra" settings in games are well past a point of reasonable performance cost, with negligible image enhancements. The PlayStation 4 classic God of War is finally making its way to Windows PC early next year, and a new trailer reveals some of the improvements players can expect from the new version of the game. God of War es una saga de videojuegos creada por Sony, con tÃtulos en nuestra base de datos desde 2005 y que actualmente cuenta con un total de 17 juegos para PS5, PC, PS4, PSVITA, PS3, PSP, PS2. image quality returns could very easily mangle the framerate. EG: adding in higher quality ambient occlusions that are scalable up to an "ultra" setting well past reasonable performance vs. So, for example, while I think many of us are under the impression that God of War's PC enhancements aren't particularly incredible (at least on paper), and it's a generation old game at this point, and so should be scalable up to 4K pretty easily on cutting edge hardware, we don't know how well the engine handles said PC enhancements or how they're scaled. Superficial numbers and values without context don't give us an accurate read of actual performance. As is always the case with stuff like this, be considerate of engine optimisation and settings running at "ultra" or whatever and what that actually means in the rendering engine.
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