Represents number of samples per pixel to determine periphery pixel color and reduce jagged edges. 4x, 8x, 16x, except presented as low/med/high/ultra. VISUAL SETTINGSĪnti-Aliasing Quality: Quality in taps (undisclosed) for AA, e.g. Includes ground textures (dirt, mostly) and environment textures. If desired, you could reduce character texture resolution in favor of greater world detail, or vice versa. World Texture Detail: As above, but for world textures. TEXTURE SETTINGSĬharacter Texture Detail: Texture resolution for characters and character accessories/clothing. GPU-Z, which can only show VRAM requested – not utilized).
VRAM consumption is also presented, theoretically with greater accuracy than what software tools report (e.g. With praise to The Coalition, the Stats option also allows visibility of the time between frames (in ms) for both CPU and GPU, then further details CPU and GPU load level. Show Stats: Enables/disables FPS & frametime statistics in Gears of War 4. Field of View (FOV) adjusts how wide the view frustum is. If your FPS is locked to 60 in Gears of War 4, disable this setting and max-out the framerate.įield of View: The width and distortion of the player's camera POV. This setting synchronizes the refresh rate and the framerate, where the framerate exceeds the vertical refresh rate. Vertical Sync: See our V-Sync dictionary listing for more on this. VSR and DSR will handle scaling externally. If you'd rather scale resolution in game when performance flexibility presents itself, this would be the tool to use. Scaled Resolution: Rather than a "normal" resolution drop-down selection, GOW scales resolution relative to the native display resolution. Let's start by defining some of the settings present within the game, and then defining their performance characteristics and consequential hardware requirements. Gears of War 4 PC Graphics Settings Explained
Gears of War 4 Insane Graphics on GTX 1080 In this benchmark of Gears of War 4, we'll test the FPS of various GPUs at Ultra and High settings (4K, 1440p, 1080p), furthering our tests by splashing in an FPS scaling chart across Low, Medium, High, and Ultra graphics. We cannot commend The Coalition enough for not only supporting PC players, but for doing so in a way which is so explicitly built for fine-tuning and maximizing hardware on the market. This takes what GTA V did by adding a VRAM slider, then furthers it several steps. Configure the game in an ambitious way, and it'll warn the user of a specific setting which may cause issues on the detected hardware. In this regard, The Coalition has done well to deliver a PC title of high flexibility, going the next step further to meticulously detail the options with CPU, GPU, and memory intensive indicators. Asynchronous compute is now supported in Gears of War 4, useful for both nVidia and AMD, and dozens of graphics options make for a brilliantly complex assortment of options for PC enthusiasts.
To this end, the game requires Windows 10 to play – Anniversary Edition, to be specific about what Microsoft forces users to install – and grants lower level access to the GPU via the engine. e titles distributed to both PC and Xbox, generally leveraging UWP as a link. Some of that includes, for instance, new tests that look at Ultra performance on nVidia vs AMD properly, tests that look at the 3GB vs 6GB GTX 1060, and more. We've corrected the charts and have added several new, accurately presented tests to add some value to our original benchmark. Our 4K charts were completely accurate, but the others needed a rework. I've been in communication with AMD and nVidia all morning, so everyone is clear on what's going on. Thankfully, we caught that early and have fixed everything. And as a reminder, that data was valid and accurate – it just wasn't put in the right place. The error was in chart generation, where nVidia and AMD cards were put on the same charts using different settings, creating an unintentional misrepresentation of our data. We also had our custom Python script (which works perfectly) for interpreting PresentMon, a new tool to FPS capture, and that threw enough production changes into the mix that we had to unpublish the content and correct it.Īll of our tests, though, were good. The error was a mix of several variables, primarily having three different folks working on the benchmarks, and working with a game that has about 40 graphics settings. We had a clerical error in our original Gears of War 4 GPU benchmark, but that's been fully rectified with this content.