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In conclusion, this is a wholly sub-optimal release that remains one of the disappointing PC versions we've played - improvements have been made since launch, but we can't help but wonder just how much work has gone into getting this game into shape - especially in the last month since the interim patch was deployed. At least it is possible to get the kind of experience Rocksteady original envisaged, but the hardware requirement to do so - specifically a graphics card laden with VRAM - means that only an absolutely minuscule minority of the PC userbase are invited to the party. 1080p60 gameplay is now possible too, but you're looking at a £250 graphics card to get the job done, and even then you'll still have memory page swapping issues. In an effort to eliminate this from our system, we paired the i7 4790K and GTX 980 with 2400MHz DDR3, but the faster RAM in this instance still could not prevent stutter during speedy Batmobile gameplay.
A couple of weeks ago, we reviewed the 4GB version of Nvidia's GTX 960 and came to the conclusion that 4GB of VRAM does make a difference - but only in a handful of titles. We suggested that four gigs is more of an insurance policy of sorts against badly optimised console ports. We omitted testing Batman: Arkham Knight at the time because the game was withdrawn from sale, and the publisher deserved the benefit of the doubt. We hoped that the re-release of the game would present marked, tangible improvement. Unfortunately, that hasn't happened. Assuming your PC is robust enough and you have enough VRAM, you can buy this game and get a decent enough console-level experience - but bearing in mind the continued lack of respect for the PC userbase, the question is whether the developers and publishers deserve your support at all.
Не ссы, дали возможность сделать рефанд до конца 2015Кто бы сомневался. Испоганили одну из самых ожидаемых мной игр в этом году. 1000р. впустую.
We are very sorry that many our customers continue to be unhappy with the PC version of Batman: Arkham Knight. We worked hard to get the game to live up to the standard you deserve but understand that many of you are still experiencing issues.
Until the end of 2015, we will be offering a full refund on Batman: Arkham Knight PC, regardless of how long you have played the product. You can also return the Season Pass along with the main game (but not separately). For those of you that hold onto the game, we are going to continue to address the issues that we can fix and talk to you about the issues that we cannot fix.
Thank you,
Warner Bros Interactive Entertainment
Однозначно рефанд! Пошли они в задницу с таким неиграбельным дерьмом, лучше куплю Dying Light на эти деньгиНе ссы, дали возможность сделать рефанд до конца 2015Ну или продолжать ждать чуда, хотя разработчики уже даже не обещают исправить все глюки
http://steamcommunity.com/games/208650/announcements/detail/128710596369779495
http://gamingbolt.com/just-cause-3-runs-at-900p-resolution-on-xbox-one-1080p-on-ps4The game runs at 1080p on PS4 and 900p on Xbox One. We do so much with physics and screen space effects, that we are confident our players will thoroughly enjoy themselves no matter the platform they play the game on.
http://www.eurogamer.net/articles/digitalfoundry-2015-darksiders-2-deathinitive-editionImage quality is certainly improved on the PS4 and Xbox. Both consoles render natively in 1080p, while the developer's previous use of an edge-detect and blur solution to tackle aliasing is replaced with a more refined post-process anti-aliasing technique.
The other major change to the familiar world in the Deathinitive Edition is a complete reworking of the lighting model.
While both versions feature similarly placed light sources and use of physically-based rendering, lighting is much brighter on Xbox One and frequently too dark on PS4, despite gamma settings matching up nicely between the two versions........but PS4 seems to feature a closer tonal match to the original game.
Elsewhere, we also see the occasional missing shadow on the PS4 game,.....The PS4 also gains an advantage through the use of higher resolution shadows, with these elements appearing visibly rougher on Xbox One.
However, what's clear is that while the Xbox One version of the Deathinitive Edition seems to possess fewer visual anomalies than its PS4 counterpart, it's the Sony console that takes point on delivering on its 30fps target.
http://www.eurogamer.net/articles/digitalfoundry-2015-fallout-4-performance-analysisIn complex GPU-bound tests, such as a walk around the bustling Diamond City, we also see a divide in performance between the two consoles. Though most locations hold mostly steady at 30fps, this is one of the more densely packed, detailed spots in the game in terms of overall NPC count and geometry layout. As a result, both PS4 and Xbox One are prone to drops when walking around its centre, and Sony's machine consistently gives us the smoother return. On overlooking the city as a whole, Xbox One lags behind at a sustained 25fps in this case, while PS4 delivers at 28fps until we leave the scene. There's no question in this sense that PS4 leverages its raw hardware advantage into a performance lead - despite resolutions and assets being identical with Microsoft's platform.
It's a clear result across city areas, but surprisingly PS4 has a shortcoming elsewhere. While most battles produce a similar overall frame-rate, shootouts involving heavy transparency effects can affect PS4 more negatively than we'd expect. In extreme cases, such as on approaching an early Deathclaw enemy in Concord town, PS4 wavers close to the 20fps line when letting rip on a minigun. Fire, smoke, and blood splatter effects collide, and on re-testing this section several times on both consoles, Xbox One consistently produces a near-unshakable 30fps. It's possible this is a side-effect of Bethesda's choice to begin engine optimisations on Xbox One - but even so, PS4's lengthy stretches at the low 20fps range are out of place, given its advantages in every other area.
Indeed, just about every other battle produces similar results between the two consoles. Tackling a zombie swarm in a later city area, for example, PS4's frame-rate doesn't struggle noticeably when compared to Xbox One - and drops appear from both sides. It suggests it's only a problem in extreme cases, where effects are used to excess. On balance though, PS4 is in the better shape as terms of consistency across the game; it has nothing close to the stuttering seen on Xbox One, and a better frame-rate in big towns and cities as well. Xbox One has a repeatable advantage in the Deathclaw battle, where effects clash heavily, but in most scenarios we get matching, or superior results on PS4.
на хуане хуже =)))) в одном месте, около каких-то ворот одномоментный дроп до 0, это же явно программный глюк.но на хуане хуже (до 0 фпс), очевидно же.
It's a clear result across city areas, but surprisingly PS4 has a shortcoming elsewhere. While most battles produce a similar overall frame-rate, shootouts involving heavy transparency effects can affect PS4 more negatively than we'd expect. In extreme cases, such as on approaching an early Deathclaw enemy in Concord town, PS4 wavers close to the 20fps line when letting rip on a minigun. Fire, smoke, and blood splatter effects collide, and on re-testing this section several times on both consoles, Xbox One consistently produces a near-unshakable 30fps. It's possible this is a side-effect of Bethesda's choice to begin engine optimisations on Xbox One - but even so, PS4's lengthy stretches at the low 20fps range are out of place, given its advantages in every other area.
Исходя из твоей картинки на PC ваще самые худшие тектуры =))) Сам то веришь в это?Ну в ведьмаке 3 на ps4 этот "программный глюк" вроде исправили, молись, чтобы 0 фпс выправили тоже![]()
Дык тоже глюк, на это раз с подгрузкой текстур, поди и вылеты ещё есть. У каждой платформы эксклюзивные проблемыИсходя из твоей картинки на PC ваще самые худшие тектуры =))) Сам то веришь в это?
Форца, гири ...В этом поколении вообще есть хоть одна игра, которая на хуане выглядит лучше?
PS4 ranges between 1360x1080 to 1920x1080, although much of the time the engine manages to hit the desired native 1080p resolution for extended periods . During the opening firefight in the Provocation mission we see PS4 kick off at 1360x1080p before ramping back up to full 1080p a few moments later - the switch is often barely visible due to softening effect of the AA solution, although some blur across distant details is apparent.
Xbox One is a different story, targeting a baseline 1600x900, , but after trawling through our captures it appears that the engine rarely - if ever - achieves this. Instead we're looking at a sustained 1280x900 resolution, even in less stressful gameplay scenes, with horizontal metrics dropping down to 1200x900 in more challenging scenarios - and the results are not impressive.
However, as we move into more open areas packed with greater amounts of geometry detail and more challenging effects work, frame-rates start to suffer on both consoles and the 60fps fluidity is gone. Performance ranges from 40-55fps and seem highly variable in motion, leading to inconsistent controller response and a stutter to motion we don't usually associate with the series