dimm
Администратор
- Регистрация
- 10 Июн 2007
- Сообщения
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- game moves to a physically based material system rather than just relying on diffuse textures
- shadow maps have a lot of aliasing and cascading
- shadow map resolution changes with camera angle when viewed up close
- unlike previous games, CoH3 doesn't push API
- no RT shadows, which could have been very good here
- not a challenging the gpu like previous games, 200FPS @ 4K on a 4090
- the pre-rendered cutscenes are marred by macroblocking
- optimized settings (3600/2060S/90-120fps/1440p)
- can be cpu limited on a 12900k at 4k on a 4090 (130-150fps)
- single thread limited, but less so that other games
- the benchmark shows the 3600/2060S getting over 60fps @ 1440p and max settings
- game require full restarts when changing settings
- anti aliasing - low
- shadow quality - medium
- image quality (affects model quality too) - high
- physics quality - high
- texture quality - high
- geometry quality - high
- res scale - 83%
- pretty much no shader compilation stutter past the first seconds of the tutorial
- safe game, technically