Gå til innhold

Klarer du Crysis på Very High?


Anbefalte innlegg

Videoannonse
Annonse

i DX9 var spillet såvidt spillbart på 1600x1200 med alt på "High" i oppsettet mitt (fikk ikke prøvd Very high med DX9). Det er godt mulig 1280x1024 med AA er raskere, det vet jeg ikke.

 

Skal prøve DX10 nå, så får vi se hvordan det blir... jeg tviler på at spillet blir særlig spillbart på en Q6600@3,6 GHz med 8800 GTX (stock) og alt på "Very high".

 

Finnes det noen benchmarks der ute da? Det er vel for tidlig...

Lenke til kommentar

Under oppløsninga er det vel?

 

Og ja, medium er for vanskelig synes jeg. 4-5 skudd og de kommer løpende mot meg? Blah. Burde vært mulig å velge div. ting når man starta, for eksempel om de skal snakke koreansk eller engelsk, granatsøker, om fiendene skal være smarte, gode til å sikte, tåle mye og ligennde... Men men

Lenke til kommentar
Går helt greit og spille på 2AA 1600*1200 med alt på High.

 

Spilte på Medium, fienden tåler ALT for mye. Virka som det var bugga, bare tømte et helt magasin på en person på avstand uten at han døde. (skuddene traff)

Skyt på hodet, da holder det med ett skudd.. men ikke alltids like lett å treffe..

spiller alt på high med min 8800gts 640mb og 6600 (win xp)btw har nok litt lav fps men er stabilt og fullt spillbart

Lenke til kommentar
Går helt greit og spille på 2AA 1600*1200 med alt på High.

 

Spilte på Medium, fienden tåler ALT for mye. Virka som det var bugga, bare tømte et helt magasin på en person på avstand uten at han døde. (skuddene traff)

Skyt på hodet, da holder det med ett skudd.. men ikke alltids like lett å treffe..

spiller alt på high med min 8800gts 640mb og 6600 (win xp)btw har nok litt lav fps men er stabilt og fullt spillbart

 

Veit, men det er litt plundrete ;)

Lenke til kommentar

Jeg kjører det på 1920*1200 med alt på medium. Da har jeg en FSB på 35 og rundt der. Håper det kommer nye og bedre drivere til selve spillet som øker ytelsen. Gleder meg til de nye nvidia kortene kommer og, så prisen på 8800GTX synker. For da blir det SLI på meg ihvertfall :new_woot:

Lenke til kommentar

Frame rates are considered important in video games. The frame rate can make the difference between a game that is playable and one that is not. The first 3D first-person adventure game for a personal computer, 3D Monster Maze, had a frame rate of approximately 6 fps, and was still a success, being playable and addictive. In modern action-oriented games where players must visually track animated objects and react quickly, frame rates of between 30 to 60 fps are considered minimally acceptable by some, though this can vary significantly from game to game. Most modern action games, including popular first person shooters such as Halo 3, run around 30 frames a second, while others, such as Call of Duty 4, run at 60 frames a second. The framerate within most games, particularly PC games, will depend upon what is currently happening in the game in the way of CPU occupying.

 

A culture of competition has arisen among game enthusiasts with regards to frame rates, with players striving to obtain the highest fps count possible. Indeed, many benchmarks released by the marketing departments of hardware manufacturers and published in hardware reviews focus on the fps measurement. Modern video cards, often featuring NVIDIA or ATI chipsets, can perform at over 160 fps on graphics intensive games such as F.E.A.R. One single GeForce 8800 GTX has been reported to play F.E.A.R. at up to 386 fps (at a low resolution).[citation needed] This does not apply to all games: some games apply a limit on the frame rate. For example, in the Grand Theft Auto series, Grand Theft Auto III and Grand Theft Auto: Vice City have a standard 30 fps (Grand Theft Auto: San Andreas runs at 25 fps) and this limit can only be removed at the cost of graphical and gameplay stability. It is also doubtful whether striving for such high frame rates is worthwhile. An average 17" monitor can reach 85 Hz, meaning that any performance reached by the game over 85 fps is discarded. For that reason it is not uncommon to limit the frame rate to the refresh rate of the monitor in a process called vertical synchronization. However, many players feel that not synchronizing every frame produces sufficiently better game execution to justify some "tearing" of the images.

 

It should also be noted that there is a rather large controversy over what is known as the "feel" of the game frame rate. It is argued that games with extremely high frame rates "feel" better and smoother than those that are just getting by. This is especially true in games such as a first-person shooter. There is often a noticeable choppiness perceived in most computer rendered video, despite it being above the flicker fusion frequency (as, after all, one's eyes are not synchronized to the monitor).

 

This choppiness is not a perceived flicker, but a perceived gap between the object in motion and its afterimage left in the eye from the last frame. A computer samples one point in time, then nothing is sampled until the next frame is rendered, so a visible gap can be seen between the moving object and its afterimage in the eye. Many driving games have this problem, like NASCAR 2005: Chase for the Cup for Xbox, and Gran Turismo 4. The polygon count in a frame may be too much to keep the game running smoothly for a second. The processing power needs to go to the polygon count and usually takes away the power from the framerate.

 

The reason computer rendered video has a noticeable afterimage separation problem and camera captured video does not is that a camera shutter interrupts the light two or three times for every film frame, thus exposing the film to 2 or 3 samples at different points in time. The light can also enter for the entire time the shutter is open, thus exposing the film to a continuous sample over this time. These multiple samples are naturally interpolated together on the same frame. This leads to a small amount of motion blur between one frame and the next which allows them to smoothly transition.

 

An example of afterimage separation can be seen when taking a quick 180 degree turn in a game in only 1 second. A still object in the game would render 60 times evenly on that 180 degree arc (at 60 Hz frame rate), and visibly this would separate the object and its afterimage by 3 degrees. A small object and its afterimage 3 degrees apart are quite noticeably separated on screen.

 

The solution to this problem would be to interpolate the extra frames together in the back-buffer (field multisampling), or simulate the motion blur seen by the human eye in the rendering engine. When vertical sync is enabled, video cards only output a maximum frame rate equal to the refresh rate of the monitor. All extra frames are dropped. When vertical sync is disabled, the video card is free to render frames as fast as it can, but the display of those rendered frames is still limited to the refresh rate of the monitor. For example, a card may render a game at 100 FPS on a monitor running 75 Hz refresh, but no more than 75 FPS can actually be displayed on screen.

 

Certain elements of a game may be more GPU-intensive than others. While a game may achieve a fairly consistent 60 fps, the frame rate may drop below that during intensive scenes. By achieving frame rates in excess of what is displayable, it makes it less likely that frame rates will drop below what is displayable during stressful scenes.

 

Wiki :)

Lenke til kommentar

For en herlig opplevelse demoen var. Har kost meg gjennom på 2 timer til sammen nå. Var vanvittig gøy å spille på det vanskeligste, de tålte såklart kun ett skudd til hodet. Elsker spill som er utfordrende, var gøy å måtte legge planer for hvordan jeg skulle takle en situasjon og ikke bare gå helt rambo. (Tålte jo bare 2-3 skudd uten armor mode).

 

Ellers klarte jeg i DX9 og bra overklokket å ha alt på "high" - ikke helt smooth, men helt spillbart. Båten i slutten hakket noe vanvittig, for så vidt.

 

Ser for meg på multiplayer.. Snike seg rundt og prøve å finne motsdandere og finne en måte å ta de uten å bli sett. Håper det ikke blir kunn slike "battlefield" map med vehicles og sånn. Har aldri likt det.

 

Specs:

Gainward GeForce 8800GTS 320MB GDDR3

Intel Core 2 Quad Q6600 2.4GHz

Kingston HyperX 2GB 900MHz DDR II DIMM

Corsair strømforsyning 520W

MSI P35 NEO-F, P35, Socket-775

 

Nei, her blir det pre-order! :)

Endret av akarno
Lenke til kommentar

Har sitti siden jeg stod opp idag å teste frem og tilbake. Dette er hva jeg klarer å kjøre på nå:

 

1680x1050, Very High på alt untatt medium på shadows og shaders, 0xAA og 0xAF. Får stabilt 30-50 fps :)

 

Noen sier at postprossesing dra ned fpsen, jeg merker ikke 1 fps opp eller ned fra Very high til low :S

Lenke til kommentar
Gjest
Dette emnet er stengt for flere svar.
  • Hvem er aktive   0 medlemmer

    • Ingen innloggede medlemmer aktive
×
×
  • Opprett ny...