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Expack3 last won the day on February 11

Expack3 had the most liked content!

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  1. Expack3

    Overhaul of the editing guide?

    @Garrett I can't help but think @Aemony was also referring to multi-monitor games such as Supreme Commander, where a secondary monitor can be independently used (e.g. no Eyefinity/Surround needed) as a full-size viewport. I'd add, as a much more obscure example, MechWarrior 2, whereby users who had both a supported color video card and a Hercules Graphics Array (HGA) discovered that while the monitor hooked up to their color video card showed things as normal, the monitor attached to the HGA would show developer debugging information. I know the latter example is barely related to multi-monitor support, but I feel it's the purest example of "multi-monitor as independent monitors" rather than the Nvidia/AMD "multi-monitor as wider-than-widescreen". As of right now, the multi-monitor setting covers both, which can potentially cause confusion since "multi-monitor as wider-than-widescreen" is so common.
  2. Expack3

    Overhaul of the editing guide?

    A long conversation between multiple PCGW staff members and PCGW community members on the official PCGW Discord brought up a good suggestion: overhaul the editing guide. I've taken the liberty of putting the chat log below, as it introduces the topic much more effectively than I ever could. SirYuiJediYesterday at 7:31 PM Actually, this game is 16:10 pillarboxed on a 16:9 display that makes me think perhaps "limited" could be used for widescreen SirYuiJediYesterday at 7:31 PM Interesting idea. There's a couple other like that that I can edit if we follow that line of thought. BaronSmokiYesterday at 7:32 PM I guess the most important thing is mentioning the behavior in the notes regardless of what the value is SirYuiJediYesterday at 8:12 PM Of course. mastanYesterday at 8:18 PM if it fills the whole screen area, then its good to go, even if it is vert- Guide mentions that stretched(which fills the whole screen) is false for widescreen. RoseYesterday at 8:43 PM they probably meant vert- by that whole sentence though mastanYesterday at 8:58 PM Doubt that. Vert- does not distort picture. And if fov setting is available, vert- can be compensated. If vert- does not break game then it's true for widescreen imo. But if it does and there's no other proper widescreen setting, then false. Like in Broken Sword 5 for ultrawidescreen. Game offers next choices: - Windowed - Stretched - Vert- (breaks the game) - Pillarboxed HD/FullHD So I've put false to ultrawidescreen since no option allows to use full screen without stretching or breaking game. GarrettYesterday at 9:06 PM @BaronSmoki the ultrawide pillarbox grade handling seems to be a bug on WSGF's end (setting any of the other WSGF screen types to pillarbox gives an "unsupported" grade) CptmoldYesterday at 9:09 PM I think a Limited would be best. For example Grim Fandango's widescreen support adds additional artwork to the sides to fit 16:9. As long as notes can explain though anything should be fine. RoseYesterday at 9:17 PM I believe limited adds it to the list of games with uw support but it shouldn't be there @mastan I was talking about the quote, not the wiki mastanYesterday at 9:19 PM Not sure about that. Word "even" suggests there is something besides vert-. RoseYesterday at 9:21 PM in any case, pillarboxing just means you resort to widescreen, zero benefits to a UW user. we have a row for widescreen. there's no need to claim pillarboxing is limited support GarrettYesterday at 9:22 PM yes, limited would be for things where it is truly supported, but has some noteworthy limitation SirYuiJediYesterday at 9:36 PM Yeah, because, for example, Vert- in a game with adjustable horiz FOV like… pretty much any 90s FPS, has no reason to be marked limited, because you can just change the FOV. I really wish WSGF would stop labeling every game with adjustable FOV as hor+, though. BaronSmokiYesterday at 9:37 PM @Garrett, would you consider 16:10 pillarboxed on a 16:9 display to be "limited" enough for wide screen? SirYuiJediYesterday at 9:38 PM please say yes, please say yes CptmoldYesterday at 9:47 PM I think Limited would be good in Widescreen for any case where it's one or the other. for example, I'd use Limited for Metal Gear Rising because it will stretch 16:9 no matter what resolution you pick, even 16:10 ones. It distorts the image. BaronSmokiYesterday at 9:49 PM If it forces a stretch, that sucks. As a 16:10 gamer, I've gotten used to letterboxing and it doesn't bother me. SirYuiJediYesterday at 9:51 PM I was never able to get 2.35:1 (or 1.33:1, 1.60:1, etc) resolutions to work in FFXV demo. It would always stretch it out to my desktop resolution (even though I set GPU scaling to maintain aspect ratio). GarrettYesterday at 9:58 PM some games get the aspect ratio from the current desktop resolution (not what you set for the game itself), so in those cases you'd need to change the desktop resolution as well SirYuiJediYesterday at 10:00 PM Which is obnoxious. GarrettYesterday at 10:13 PM also, GPU scaling only works for non-native resolutions; if the game is doing its own handling within the native resolution it won't have any effect AemonyToday at 6:48 AM Are you all saying that the parameters needs a thorough rethinking of how they’re applied? Noo, tell me it isn’t so! /s As of right now, the widescreen etc parameters per the editing guide and abbreviations (mouse hover text) mostly only concerns itself with wether the game can output to a given type of resolution, and less with /how/ the actual support is handled mastanToday at 7:26 AM As of right now, the widescreen etc parameters per the editing guide and abbreviations (mouse hover text) mostly only concerns itself with wether the game can output to a given type of resolution, and less with /how/ the actual support is handled So, ultrawidescreen should be true for this then? https://pcgamingwiki.com/wiki/File:Kaptain_Brawe_A_Brawe_New_World_21-9_stretched.png PCGamingWiki File:Kaptain Brawe A Brawe New World 21-9 stretched.png PCGamingWiki - fixing PC games, one title at a time. And wooden boards instead of black bars of pillarboxing https://pcgamingwiki.com/wiki/File:Kaptain_Brawe_A_Brawe_New_World_21-9_pillarboxed.png PCGamingWiki File:Kaptain Brawe A Brawe New World 21-9 pillarboxed.png PCGamingWiki - fixing PC games, one title at a time. AemonyToday at 8:17 AM Hence why it needs a slight clarification/rework on all parameters https://images.aemony.se/sharex/firefox_2019-05-12_14-17-04.png Proper definition on what constitutes the various degrees of support is needed in the editing guide, with a better abbreviation text on the actual parameter E.g. True == Exposes ultra-widescreen resolutions and uses Hor+ (extending the visible area of the game in comparison to the reference view of the game). Limited == Exposes ultra-widescreen resolutions, but with some sort of issue such as pillarboxed or stretched display or HUD elements, or Vert- (cropping the visible area of the game in comparison to the reference view of the game). Hackable == Support can be improved why using hack/tweak of some sorts. False == Does not expose ultra-widescreen resolutions through the settings of the game. supports is a lose term that means different things for different people Expack3Today at 8:37 AM @Aemony I've never seen supports in this context mean anything other than "The game allows use of [x]". The degree of use determined by the game's implementation, which the guide - in the very example you provided - already goes into. AemonyToday at 8:38 AM Please define allows use of [x] Because NieR:Automata allows the use of 21:9 resolutions without hacking ^^ Expack3Today at 8:39 AM *allows use of [insert feature here] AemonyToday at 8:39 AM https://images.aemony.se/sharex/firefox_2019-05-12_14-39-23.png Take that for example It doesn't specify anything other than "Support does not count if the resolution is stretched." So a 4:3 game that is pillarboxed on 16:9 resolutions is true, since it allows the use of 16:9 resolutions, arguably Expack3Today at 8:41 AM No, in that case it's Limited as which it technically supports 16:9, the full resolution is not used. AemonyToday at 8:41 AM Limited didn't exist when the parameters was created and the Editing Guide was written Hence why I am for a rewrite with more in-depth details of each "level of support" Expack3Today at 8:42 AM That part I can agree on. AemonyToday at 8:42 AM Otherwise we're going to argue back and forth without having a clear definition to go by, because right now the reasoning I mentioned is as equal to yours since neither is actually covered by the Editing Guide Anyway, it's something that requires a bit more work than your typical editing, hence why it haven't been made yet. There's issues with most of the parameters that we might as well try and clear up whenever the ball starts to roll ^^ Expack3Today at 8:44 AM This sounds like something which should be posted to the forums. That way, all this won't get lost under the deluge of whatever else needs to be discussed on this channel. AemonyToday at 8:45 AM Definitely It requires a discussion to be had around it to ensure that whatever end result ends up being good
  3. I would definitely want the ideas of the rest of the staff - none of us are islands, after all - but as for my criteria, it all centers around the idea of building upon what exists, not changing it. An example of "essential" vs. "non-essential", aside from the KOTOR 2 example you gave, would be two different mods for STALKER: Shadow of Chernobyl: The Zone Reclamation Project (ZRP) and STALKER Complete. The former is essential as it is a collection of bug fixes, quite necessary due to Chernobyl's infamous bugginess and instability, and improves UI issues, such as hiding the "save" icon because, for some reason, it's hard-coded to never go away, even when no saving is occurring. The latter, while including a now-old version of ZRP, also changes textures and, most importantly, core gameplay mechanics, such as adding repair kits such that the player can perform in-the-field repairs to their equipment, instead of having to locate and pay the nearest, comparatively-expensive repairman. The STALKER games are meant to be hard by FPSRPG standards, so this changes the game into something it was never meant to be. Also, there's the BG2 Fixpack mod for Baldur's Gate II: Shadows of Amn, which fixes many, many bugs, language issues (i.e. changes "fagain is horrible" to "Fagain is horrible!"), and unintentionally-broken mechanics in the game. (It should be noted there are additional fixes which, due to ambiguity on whether the particular bugs were intended by the developers, are clearly listed under "Optional, But Fun", which the mod does not install by default.) However, the above are the clearest-cut examples. There are some less clear-cut examples: GMDX (Give Me Deus Ex) for the original Deus Ex. It is a faithful expansion on the original mechanics of the game, adding things which make sense for an immersive sim like Deus Ex, such as cameras alerting guards upon seeing dead or unconscious corpses, ranged enemies being able to use their guns as an impromptu melee weapon, and spiderbots being able to walk on walls and ceilings, not just floors. However, the mod does change the design of the levels for the sake of realism. While they're sensible changes, such as replacing an impossible T-section from the underground subway section with a more realistic curved version, they nonetheless change the original game. There are also certain additions which aim to remove the clunkiness of the original gameplay, such as the ability to climb up (mantle) objects as well as a perk system which adds such bonuses as making any physical lock in the game take only one picklock, albeit requiring "master"-level skill in lockpicking and a large XP investment. Also, the game uses the High Definition Texture Pack (HDTP) and New Vision model replacement mods, which while doing an admirable job of raising the fidelity of textures and models while keeping the original artistic intent, nonetheless do make some changes not seen in the game. For example, certain textures which were not animated before are now animated, and others which had minimal animation have had major changes, such as TVs with anchorpersons having clearly brought the original character models into a 3D modeling program to more realistically animate them, versus the original's generic lip movements. Jagged Alliance 2's v1.13 patch/mod. This adds arbitrary resolution support, content normally available only in the game's standalone expansions, such as multiplayer and additional official mercenaries, and a massive variety of real-world guns (all of which are tied to the game's existing "Tons O' Guns" new game option). However, the mod massively overhauls how shooting and line-of-sight is handled. For example, ballistics is now modelled in-game, meaning certain weapons, even with maximum experience in armaments, simply can't hit targets at certain ranges. It also includes some major changes to the game's base difficulty, making it more difficult than the original. It also allows advanced players to tweak the individual variables driving the game. Skyrim's SkyUI, which modifies the in-game menu and inventory system to work with a keyboard and mouse. While it does add filtering options and hotkeys, neither of which were in the original game, these options were (if memory serves) present in previous, PC-oriented Elder Scrolls releases. As these three examples demonstrate, some mods considered "essential" by the community both change the game and build upon it. Thus, the question becomes, in my mind, "How closely should a mod hew to the original intent of the developers?"
  4. Expack3

    Add Early Access Date as well as Release Dates

    If we are to track the Early Access date of a game, I'd also include a third date in those cases where the developers actively cancel an Early Access game. For example, the developers of a game I purchased in Steam Early Access, The Kindred, announced on 20 January 2018 they were pulling the game from Early Access and purchase as they could no longer develop the game nor easily find an interested developer to continue development.
  5. Expack3

    Proposal: Metacritic or equivalent

    I flatly reject this proposal. With traditional reviewers caught in the global pattern of politically-oriented reviews, if a good game happens to run afoul of a reviewer's political leanings, especially a popular one, then it creates a heavily-biased review, which feeds into the Metacritic score. As PCGW is to be politically-neutral, I'd say, for the time being, the inclusion of any Metacritic or Metacritic-equivalent would run afoul of that.
  6. I support this proposal as-is. It's very comprehensive, and if the site is moving more towards a Wikipedia-style of writing, then this would make an excellent fit. That said, I would prefer a set of guidelines for evaluating content mods beyond "deemed 'essential' by majority of users". I've found people's opinions, especially on the Internet, to be fickle and ever-changing. Having a set of guidelines separate from opinion would greatly help to ground content mods listed on the wiki against such changing opinions.
  7. Expack3

    Is it allowed to add a DX12 games list to the wiki?

    Are you putting the reference in the "direct3d versions note" section? Putting it directly with the version number is going to cause more issues than just not showing up on the DX12 list. Also, out of prudence, I would label any suspect API listings using the {{cn}} (Citation Needed) tag in the same way you would place a reference for a particular API version. If it goes too long without the API listing being confirmed, a wiki user will delete it.
  8. Expack3

    Is it allowed to add a DX12 games list to the wiki?

    Actually, your request has prompted us to start cataloguing all the DirectX 12 games we already have on the wiki: https://pcgamingwiki.com/wiki/List_of_Graphics_APIs If you want to help, just follow the instructions on the page, and create a wiki page if a game on the Wikipedia list isn't on the site. (If you need help creating a wiki page, reach out to us either in this thread or, for more immediate help, on Discord.)
  9. Expack3

    Empty wmv file

    What game is this supposed to be used with? Neither the title nor the description say which.
  10. Given that a previous version of F1 2017 exists on Steam which lacks DRM, we actually have a guide for downloading previous versions of games on Steam. Before we'd allow the full instructions on how to remove the game's DRM onto the game's wiki page, however, we'd need proof the DRM-free exe, when combined with the latest version of F1 2017, doesn't break the game. As for the question of whether downloading a previous version of a game would break if it was subsequently delisted, it depends on how it's been delisted. Some games have been taken completely off Steam, meaning even legitimate owners cannot download said games at all; others, such as the LEGO adaptations of The Hobbit and The Lord of the Rings, are still downloadable by legitimate owners and, thus, Steam should allow their previous versions to be downloaded.
  11. Expack3

    Sound and Windows 10

    Could you please explain the charts and their differences, Funkerwolf? I'm not an audio quality expert, and I doubt others on this forum are, either.
  12. Expack3

    What GPU should I upgrade to? (Nvidia 970 GTX)

    At this point, no. As I mentioned to another PCGW regular on Discord, don't focus on the RTX part - focus on the performance, and think of RTX as an added 'bonus'.
  13. Expack3

    What GPU should I upgrade to? (Nvidia 970 GTX)

    I'd get the 1070Ti. While you'll have to wait until the new drivers are released to use the "FreeSync" part of your FreeSync monitor, GeForce GPUs, in my experience, are more compatible with older games and various third-party plugins (i.e. dgVoodoo2, ENBSeries, etc.) than AMD/ATI's cards. (Furthermore, should you want to try out a game saddled with hardware PhysX/GameWorks features, you'll have plenty of computational power to throw at it.)
  14. Expack3

    PC Report: Hitman 2

    PC Reports are a series of quick first impressions regarding the technical aspects of a PC game. For an up to date account of Hitman 2 fixes and improvements, please visit its respective PCGamingWiki article. Hitman 2 was developed by IO Interactive and published by WB Games. The game was released on November 13th, 2018, though purchasers of the game's Gold Edition gained access to an exclusive, pre-release version of the game, which was released on November 9th, 2018. This PC report is based on the pre-release version. Requirements Minimum CPU: Intel Core i5-2500K 3.3GHz or AMD Phenom II X4 940 RAM: 8 GB HDD: 60 GB GPU: NVIDIA GeForce GTX 660 or Radeon HD 7870 OS: Windows 7 64-bit Recommended CPU: Intel Core i7 4790 4 GHz RAM: 16 GB GPU: Nvidia GeForce GTX 1070 or AMD Radeon RX Vega 56 (8GB VRAM) OS: Windows 10 64-bit Editor's System CPU: Intel Core i7 8750H 2.2 GHz RAM: 16 GB HDD: 1 TB SDD (OS): 128 GB GPU: Nvidia GeForce GTX 1060 with Intel UHD Graphics 630 OS: Windows 10 64-bit The following analysis and assessment was made using GeForce driver v416.81 and Intel UHD Graphics driver v23.20.16.4973. It should also be noted, as stated above, the following analysis and assessment was made using the pre-release version of Hitman 2 made available to those who purchased the game's Gold Edition. Graphics settings The graphics settings have been simplified compared to Hitman. Gone is the ability to select the quality of shadow maps, whether to use anti-aliasing, and the ability to use DirectX 12 over DirectX 11. Whether this game will have DirectX 12 support added later remains to be seen. Also, while the in-game graphics options are identical to those the game's launcher provides, the game does feature real-time switching of graphics options in-game. This means you can immediately see the effects on quality and performance based on your choices without confirmation - as happens in so many games both new and old. Performance analysis The following takes apart each of the game's individual graphics settings, shows how they work in-game and affect the image, as well as how they perform on average. The performance figures shown are based on the results of testing via the game's built-in benchmarking mode. It should be noted the FPS amounts shown here will look differently than most PC Reports as Hitman 2's benchmarking mode is non-deterministic. This means what the benchmark does, unlike most benchmarks, is pan a camera through a specific scene and lets the game's AI, physics, and other systems run as if a player were actually playing the game. Every benchmark session is unique - and, as a result, each finished session will have different FPS amount. I should also note with all settings at their lowest levels, there seems to be some kind of frame rate limiting going on, as the average FPS always hovers around 60 FPS - even with v-sync disabled. Overall Performance As a baseline, I set all graphical options to their lowest settings, then increased settings from there. That said, I understand those with a powerful PC will want to try and get the maximum settings straight away. Thus, here are the results of setting all settings to minimum, maximum, and maximum without Super Sampling Anti-Aliasing: As you can see, the performance goes from over 60FPS to just over 50FPS when switching from the baseline to maximum settings without Super Sampling Anti-Aliasing. With Super Anti-Aliasing turned on, the performance tanks to less than 20FPS on maximum settings. How all this comes together will be explained in the upcoming sections. Super Sampling (SSAA) Super Sampling Anti-Aliasing (SSAA), or Super Sampling as it's referred to in the graphics settings, has the GPU generate the game's graphics at a resolution higher than the actual resolution of your monitor, then reduces the resolution back down to your monitor's actual resolution. The result is a cleaner, more detailed image the larger the GPU generates the game's graphics. You can specify the amount of Super Sampling as a percentage of your monitor's actual resolution in 10% (0.1) increments from 1.0 (off) to 2.0 (max). This means at maximum Super Sampling, on a 1920x1080 (Full HD) display, the actual graphics resolution is increased to 3840x2160 (Quad HD). However, for a game as graphically-demanding as Hitman 2, this increase in image quality comes at a steep cost: Even with the settings cranked down as low as they can go, Super Sampling quickly eats up ~20FPS at 150% (1.5) resolution, while 200% (2.0) Super Sampling utterly tanks performance to ~25FPS - an almost-unplayable framerate. However, keep in mind this dramatic loss of performance would be roughly the same if I played the game in 4K without Super Sampling; when enabled, Super Sampling is literally generating higher-resolution graphics and fitting them to however large your display is. Level of Detail (LOD) This is exactly what the game describes it in-game: LOD determines the detail of objects, as well as how close an object has to be to become detailed. [compimg]http://community.pcgamingwiki.com/uploads/gallery/album_136/gallery_1100_136_297777.jpg|http://community.pcgamingwiki.com/uploads/gallery/album_136/gallery_1100_136_433707.jpg|864|540|Low LOD|Ultra LOD[/compimg] While the benefits of a higher LOD may seem to diminish the further away objects are from you, take a closer look at the yellow-colored room on the second floor of the building. In low LOD, it appears empty; in ultra LOD, the room appears fully-furnished, with the finer details just out of sight. As the game also features heavily-populated levels, here's another example with a very large crowd: [compimg]http://community.pcgamingwiki.com/uploads/gallery/album_136/gallery_1100_136_584974.jpg|http://community.pcgamingwiki.com/uploads/gallery/album_136/gallery_1100_136_838004.jpg|864|540|Low LOD|Ultra LOD[/compimg] Here, the difference between LOD levels seems even less than the outdoor version due to how the game handles crowds. That said, take a look at the white tent near the center of the image. At low LOD, the tent seems like it's blurring into the crowd; whereas on high LOD, the tent is clearly detailed, even amongst the hoards of people in front of it. Surprisingly, the game's LOD system is able to keep a high framerate even at Ultra settings, though slightly lower than the baseline FPS. So if you want to keep to a more sold 60 FPS, stick with high or, if you're willing to take the quality hit, medium. Ultra certainly remains an option - but do keep in mind you'll need a GPU roughly as powerful as the recommended GPU (like my GeForce GTX 1060) if you want it to be playable. [compimg]http://community.pcgamingwiki.com/uploads/gallery/album_136/gallery_1100_136_180441.jpg|http://community.pcgamingwiki.com/uploads/gallery/album_136/gallery_1100_136_62979.jpg|864|540|Low LOD|Ultra LOD[/compimg] Texture Quality Most of the game's graphics are very high-quality, even with Texture Quality set to Low. That said, the game does reduce the quality of lower-importance textures, like the banner in the center of the images, when texture quality is lowered. Because most of the game's textures are high-quality regardless of how Texture Quality is set, FPS is consistent across the three possible settings. Unless your GPU has less than 4GB of memory, you should be able to set Texture Quality to High and have no issues. Texture Filter This controls how textures, especially those at a sharp angle to the player camera, are filtered so they can remain sharp. The game offers trilinear filtering as well as the usual array of anisotropic filtering levels (2x, 4x, 8x, and 16x). Normally, the game's textures aren't nearly as noticeable as this sign at an angle; hence why I singled out this particular example. However, as you can see, anisotropic filtering is essentially costless in terms of FPS. As such, setting Texture Filter to Anisotropic x16 is essential and won't cost you FPS - even if you only meet the minimum specifications. SSAO (Screen-Space Ambient Occlusion SSAO is a venerable, if controversial, method of adding additional depth to an image by simulating more precisely how light is blocked by physical objects. [compimg]http://community.pcgamingwiki.com/uploads/gallery/album_136/gallery_1100_136_454267.jpg|http://community.pcgamingwiki.com/uploads/gallery/album_136/gallery_1100_136_601279.jpg|864|540|SSAO off|SSAO on[/compimg] The effect is serviceable and, in the eyes of this reviewer, inoffensive. It adds additional depth to the image, though it has the typical issue of objects, such as the railings in the above image, appearing closer to other objects than they seem because SSAO is based on what the player can see (screen space), not on the true physical relationship between objects. The implementation of SSAO in this game is very efficient, meaning if you like it, you're not losing any meaningful amounts of FPS. Shadow Quality The final graphical option controls the resolution of shadows of both static and dynamic (i.e. toggleable and/or moving lights). [compimg]http://community.pcgamingwiki.com/uploads/gallery/album_136/gallery_1100_136_251276.jpg|http://community.pcgamingwiki.com/uploads/gallery/album_136/gallery_1100_136_89688.jpg|864|540|Low Shadow Quality|Ultra Shadow Quality[/compimg] The only thing to note is High Shadow Quality is near-identical to Ultra Shadow Quality. There is some detail lost, but it's so minimal that you may want to stick to the High setting. That said, the FPS loss is negligible either way, so unless you have a card which meets the minimum specifications, Ultra shadows are handily-achievable. Controls The game's keyboard and mouse options are few aside from keybindings. There are only two options you can adjust: inverting the Y axis and adjusting how sensitive the mouse is in-game. You'll actually want to keep the sensitivity as low as you can, about 0.75 in my experience. While higher sensitivity levels are useful - especially for sniper-only missions - it tends to get in the way of such simple things as aiming throws and more standard guns like pistols and regular assault rifles. As for the keybindings, everything aside from what keys or mouse movements move the camera can be changed. I can't test controller support as I own neither an Xbox One controller nor a DualShock 4 controller. However, if you did own one, there is no in-game way to actually change the action mappings on a controller in-game. Nonetheless, controllers are customizable to some degree. You can invert both the X and Y axis, adjust aim and camera sensitivity, and toggle aim assist options. Also, for those who use a Steam Controller, sadly, Hitman 2 lacks native support for it. Audio Audio support is quite complete in Hitman 2. You can adjust the game volume as a whole as well as adjust the individual volumes of effects, dialogue, and music. You can even configure the game to use up to 7.0 surround sound! The real treat lies in the game's language (subtitle) settings. Not only can you adjust what language the GUI and the in-game subtitles are in, but you can also adjust how large the subtitles are. This is extremely handy for the hard-of-seeing (legally-blind) and for players using a TV monitor for gameplay. Conclusion While it is disappointing to see such simplified options in Hitman 2, I cannot deny the game, even on Ultra settings, just works at ~60FPS, and it just looks gorgeous, even on minimum specifications. If you're looking for a good Hitman 2 port for the PC, this is it. Special thanks to PCGamingWiki contributor Aemony, who graciously co-authored the game's wiki article as well as captured the various settings screens in and out of game! PC Reports are a series of quick first impressions regarding the technical aspects of a PC game. This report was written by PCGamingWiki contributor Expack3. For an up to date account of Hitman 2 fixes and improvements, please visit its respective PCGamingWiki article. Thank you for reading. If you enjoyed our article and want to us create more articles, more often, please consider donating to PCGamingWiki's Patreon campaign: View full article
  15. Expack3

    Hitman 2 (2018) PC Report

    Images taken for the Hitman 2 PC Report.