Razumem šta si napisao, ali zašto da gube vreme na takve stvari kad lepo mogu da "optimizuju" igru smanjivanjem detalja i korišćenjem dinamičkog skaliranja rezolucije. A ko želi da je igra u fulu, nek' lepo kupi komp od 3k evra i uživa ko čo'ek.Nismo se razumeli. Ako low optimizacija zahteva PS5 hardware, onda to znaci da developeri ne znaju/ne zele da optimizuju tu igru.
Nismo se razumeli. Ako low optimizacija zahteva PS5 hardware, onda to znaci da developeri ne znaju/ne zele da optimizuju tu igru.
Ako je igra zahtevna, ne znaci da nije optimizovana.Drugim recima, ne znamo da optimizujemo nase video igre.
Sto se mene tice posto planiram da igram PC verziju bice to torent ovaj put, pare ce dobiti kao i za Control godinu dana kasnije kada i ako izadje Steam verzija.PC izdanje ograniceno na Epic Games Store.
Alan Wake 2 je finansirao Epic (niko drugi nije hteo da da tolke pare), oni su i publisher. Tesko da ce ikada stici na Steam.Sto se mene tice posto planiram da igram PC verziju bice to torent ovaj put, pare ce dobiti kao i za Control godinu dana kasnije kada i ako izadje Steam verzija.
Super srecno sa 10k prodatih kopijaAlan Wake 2 je finansirao Epic (niko drugi nije hteo da da tolke pare), oni su i publisher. Tesko da ce ikada stici na Steam.
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Ispravka, Spidey2 ima RT refleksije. Radice PC verzija na tosteru.To je normalan tok PC gaminga. Spidey2 ima samo RT GI bez ikakvog drugog resenja za osvetljenje, sto znaci da ce i PC port kada stigne za par godina verovatno zahtevati RT hardver. Nece moci da se igra na tosteru.
Performance on the RTX 3080 is pretty good at least. I've been watching a friend that's reviewing it play it. We fiddled around with the settings a bit, and without RT we're hitting a solid 80+ FPS at 1440p in DLSS Quality mode maxed out (depends on the area, can be 100+ FPS indoors, but forest areas are around 70 FPS). We also tried the path tracing, it ran at 50 FPS in DLSS Performance mode at the highest settings with ray reconstruction, but it dipped below that in the heavier forest areas, more around 30-40 FPS but still ok. I'm actually a bit surprised the official system specs are being that pessimistic... maybe it's just to be on the safe side?
It looks gorgeous in all graphics presets we tried. Probably the best looking game I've seen so far. Main cutbacks in the lower settings seem to be how much stuff is on screen (e.g. bushes, LODs and terrain) but hard to tell. Reflections look a bit worse and shadows are a bit worse quality. Try to keep the fog on high because that looks amazing. no Denuvo afaik but don't know for sure.
- The title looks impressive in places using path tracing, but cannot maintain this level throughout. Nevertheless, Alan Wake II is another game with a very high level of graphical presentation. However, this costs a lot of performance – even more than was recently assumed.
- The benchmark results published by Nvidia a day ago appear to be absolute best-case scenarios. The editorial team almost never came across the 103.9 FPS mentioned for a GeForce RTX 4080 for the setting "Raytracing High" (maximum path tracing) in UHD including DLSS 3.5 performance, frame generation and Ray Reconstruction in the first two hours of the story. As a rule, the title runs at 70 to 80 FPS when played with these settings, but there are also scenes in which the FPS is only around 60.
- Frame generation is a must for path tracing (and often for "normal" ray tracing). The artificial intermediate images can be graphically convincing, but have a significant impact on the input lag. Because frame generation as a means to an end for using ray tracing in Alan Wake - depending on the resolution and GPU - also has to be used at a render frame rate (already including upscaling) of just 30 FPS, this is also noticeable. Despite the displayed 60 FPS, the game is stuck. But obviously it doesn't work any other way with ray and path tracing.
- DLSS/FSR are always active, which explains their consistent mention in the official system requirements. With Nvidia DLAA and AMD FSR Native, there is also the option of using both algorithms at the native resolution (i.e. without upscaling) and thus for edge smoothing. Neither technology can be switched off.
- Not only the use of "path tracing", i.e. the complete implementation of the lighting through ray tracing, but also the activation of ray tracing in general is currently not recommended on AMD Radeon RX, the FPS drops drastically. Or to put it even more drastically: RT is currently virtually impossible on a Radeon - even on a Radeon RX 7900 XTX. The 60 FPS mark is often not reached with AMD's flagship, even in Full HD with FSR Balanced.