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A PC real-time strategy game with triple-A production values and brand new DirectX 12 features? Gears Tactics delivers and Alex Battaglia has the full tech review. Oh, and a max 20 per cent performance increase from variable rate shading? We've got the full lowdown.
- cutscenes run in realtime and at whatever your hardware can handle
- high quality everything in-game
- based on the same UE4 build made for Gears 5
- uses planar reflections since the camera is always top down; screen space reflections typically break in these situations
- first DX12 game to use variable rate shading (Wolfenstein had it before)
- max settings with VRS off to on increases performance by 13%
- off to performance setting increases by 21%
- VRS is more aggressive here than in Wolfenstein
- surfaces in direct sunlight and has internal surface variation has a noticeable degraded quality, more in performance mode
- dynamic resolution scaling scales the WHOLE image, VRS scales PARTS of the image while maintaining native overall resolution
- UI elements are aliased with VRS, but not with DRS (but are blurrier)
- planar reflections are full resolution with VRS and are sharper, DRS has a soft, filtered look
- can combine DRS and VRS but you'll get the worst of both worlds (but better performance)
- Alex prefers DRS over VRS due to the screen not being as dynamic as a first person shooter or racing game
- could use a VRS setting below "on"
- "how many graphics settings you want?" "yes"
- better benchmark than Gears 5 (is such a thing even possible?), has a frame graph during the bench
- Alex's settings recommendations are similar to Gears 5
- DRS on, no insane settings (not called insane now), planar reflections off, glossy reflections off, SSR at high, shadows to high, AO to high
- planar reflections off boost perf by 17%
- glossy reflection off boost perf by 11%
- SSR from ultra to high boost perf by 3%
- Ultra shadows are 4096^2, high is 1/4 the size, 9% diff
- AO at high boost perf by 5%
- optimized settings boost perf by 70% in worst case situations
- 8GB vram or less, blanket high texture settings to avoid stutter
- Ultra to High textures saves 2GB+ of vram
- optimized settings at 1440p on midrange systems (RX580/GTX1060) nets AMD with a 7% lead, both dips below 60fps in cutscene
- 580 loses to 1060 in gameplay
- benchmark has AI, runs slightly different each time
- using DRS, 1060 would have higher res in gameplay
- Alex likes the game (he's a fan of RTS)