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Marioysikax

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Everything posted by Marioysikax

  1. Some other characters like [ and ] are also somewhat problematic as they are also used as characters to seperate text from wiki code. It's also possible to use HTML code like | for |, but not sure which method is more preferable.
  2. Marioysikax

    Trine Enchanted Edition

    Yes, I did try to make it clear in parts where stuff has been changed in enchanted version and linking to that version. But because original version is still available and can still be played from enchanted version, it's still necessary to have article for both. Earlier I left the steam appid and gog name away from it so people would be directed to enchanted article by default but apparently the appid redirecting page nowdays asks what page you want to go.
  3. Marioysikax

    HUD, menu and text scaling

    Hi and welcome! Usually those kind of issues are reported either on widescreen and 4K notes. Some games have the HUD, GUI, etc. scaling as a option, like Titan Quest Anniversary Edition. If there's no way to change the scaling, it's also really easily noted and if it's game breaking bad, make 4K status false. If it's not toggleable option but can be changed e.g. config, then just use "See 4K Ultra HD" and add in section "4K Ultra HD" under graphics table explaining what to do, alternatively under "issues fixed" with it's own header like in Bioshock Infinite.
  4. Marioysikax

    Generic Troubleshooting Page

    It's not, but I'm pretty sure that much more have done upgrade install to 10 (basically because it was partly forced) as opposed to 8.X. I have seen users having problems with 10 after upgrade install which have dissapeared when they have done clean install instead. And I have been recommending that to everyone upgrading to 10. Because 8 was literally horrible and 8.1 was so shitty naming that many just though it was 8.
  5. Marioysikax

    PCGW CAPTCHA images

    Like said, for majority the google captcha is simply checkbox, one or two times I had to write street sign containing 3 numbers, that's it. So basically what that means is that you are blocking so much stuff that google can't determine are you a bot or user with their algorithms, so only way they can do that is trough the old styled captcha puzzles, but they have to be really freaking hard so that modern computers can't guess it in any scenario. If they did easier puzzles, they would have hole where bots could come trough and as the service is being used in many places I'm certain many would love to have that hole. I would still argue that it's the best captcha there is, really simple and easy for regular users and no bots can get trough. Like soeb said, it's to be seen when the change happens, best case scenario you do not need to ever use the captcha if it's only used on registeration form. This is a whole another discussion topic to have. I know several people who are similar, you are going to have as much luck as making linux fanatic to switch to windows. Also you are being just really rude :| And there really are tons of more stuff on websites these days which can be considered as clutter and which adblock will not block without constantly updating the blacklist and rules. I have not used adblock in years, because internet speeds, screen resolutions and machines horsepowers are pretty good these days no matter how much clutter and ads there are on pages, but I do understand the desire to have everything as efficient and clean as possible. But then again I wouldn't go my way to fight againts websites decisions to serve 99% of users best possible way if I belong to under 1% that have everything blocked and disabled by my own decision.
  6. Marioysikax

    PCGW CAPTCHA images

    To me, 90% of the time google captcha is literally just "click this checkbox" because they seem to have system in place to calculate probability of user being a bot. If they give something, it's usually pretty easy street sign to write, instead of giving impossible puzzles and unreadable text. It's googles captcha we are talking about. If you were able to write bot to bypass it easily, I'm certain they will pay you good summ of money for doing that and then improve the aspects that bot were using.
  7. Marioysikax

    PCGW CAPTCHA images

    I remember there being discussion that the current captcha system is no longer supported in newer version of software used and will get replaced at some point. And yes, currect captcha images are on imgur, I'm just amazed that there aren't more bots coming trough because that seems like the most easily hackable captcha these days: reverse image search instantly tells the game name, url to image is always the same, pretty easy to match the image to images on steam in some way, etc. http://imgur.com/a/SEpRK
  8. Few articles has been starting to bother me: screen recorders and console articles. Screen recorder articles are now spread out with articles of single programs. Wouldn't it be much more useful to have one single article explaining what they are and then programs with advantages and disadvantages? Something like super popular Fraps (dxtory is better lol) has basically few lines (http://pcgamingwiki.com/wiki/Fraps) and even it's wikipedia article isn't that large (http://en.wikipedia.org/wiki/Fraps). Another thing is console articles. If exluding 360 controller and Dualshock 3 with bit larger articles every other console is basically link to Emulation General Wiki and link to controller article which again is either missing or super stub as usually older controllers weren't exactly USB things. Should controller be included under that consoles article and would there be some more use for those articles?
  9. Marioysikax

    Linking to All Amazon Regions

    Does any other amazon site sell digital downloads? Because last time I checked amazon.com was the only place that sold those. Other amazon sites do sell the games as well, but they are all physical, which is then the same as retail field. Also it's super easy to just create fake american account as all the games are delivered digitally anyway.
  10. Marioysikax

    Talk pages

    Same here. Played the game with 144 FPS and mouse from start to finish. That's why that games articles section has been a mess, because the problems are inconsistant for many and even if the game is playable with high frame rates it's still not playing perfectly like that.
  11. Marioysikax

    Ideal games to use on an SSD?

    Once again, depents highly on the game in question and even then, I'm certain that differences are mostly noteable in loading times only. This is also why majority of benchmarks made with SSD vs HDD are with loading times only. Like with Arkham Knight, stutters caused by data streaming look more like bad optimization from developer and SSD is simply brute forcing trough it. Skyrim being bethesda open world game, I would still personally just install it on SSD.
  12. Marioysikax

    Field for simultaneous controller/mouse support?

    Because when I try the game with the controller, I most certainly would not like to see keyboard promts give to me or not have any acceleration, smoothing or aim-assist on when aiming with bloody sticks. Maybe we are thinking it in the same way but you just aren't seeing it as switching. Basically the best goal is that the game just takes the input from the device you are actually using and you can just use whatever without need for settings menu or restarting. Thing is that for best user experience, game still has to change settings according to what is being used, most noticeable is the prompts given (which ironically most likely screws the steam controller if mixing inputs).
  13. Marioysikax

    Ideal games to use on an SSD?

    One of the main benefits of the SSD comes from installing OS and applications on it as they can perform really fast. To me it sounds really pointless to not use it on those as that's where the actual benefits come from. You can just keep everything where they are just, most of the optimization is from earlier times when even 64 GB SSD costed fortune and they lasted for much less read/write cycles. Nowdays it's more of enthusiast level stuff, who want their SSDs to simply last longer or want more space to have e.g. more games on there. And because of that it does feel like the wiki is late on the train again with this, but do not see any harm of having article for storages in general. Especially for stating negatives like why disabling page file is a bad idea even if you have bazillion gigabytes of ram. But that was because the company doing the porting job screwed things up royally and recommending SSD was essentially brute forcing approach to fix the problem. Game does benefit from it, sure, but that's because the game was f'd up to begin with.
  14. Marioysikax

    Ideal games to use on an SSD?

    I'm used to console level times with loading screens, so high performance HDD has been more than fine and I'm certain games are designed around that users are most likely having the game installed on HDD. So basically games that is played often, like multiplayer games, so you can drop in to playsessions faster. As for is there anything to be done after installing SSD, basically no as HDD and SSD act exactly the same under OS, however many do some stuff to avoid the SSD from getting constant writes and unneccessary files. For example I have all my user folders redirected to X: drive (games are on O:), games can do tons of writes and store tons of data to the "documents" folder for example. (This is why I noticed that MGR:R stored data on C: instead of variable) The place can be changed natively by opening folders properties and using "location" tab. I have also moved my temp folders under X: as well by changing enviromental variable, with machine and user respectively as those folders also get tons of writes and can have tons of data which could be used better with SSD. Then there are other things like moving page file to HDD and disable hibernation mode, but I have seen both cases causing some minor issues in certain scenarios.
  15. Marioysikax

    Field for simultaneous controller/mouse support?

    Well that's why we are talking about this. Because the best case scenario is that game itself automatically switches it according to control method in use so that user doesn't have to care. But this is PC gaming, so that's not the case with many titles sadly.
  16. Marioysikax

    Uplay availability links

    http://pcgamingwiki.com/w/index.php?title=DuckTales:_Remastered&curid=9476&diff=221961&oldid=220246 Basically, uplay sucks really hard when talking about storefront. If you link other country code link, you'll get redirected to front page, however manually switching the country code from url (e.g. from it_IT to fi_FI) it magically works and shows games page (...really ubisoft?) So this basically means that most of the uplay links are pretty much useless when they redirect to uplay home page instead for majority of users. And then there happens this kind of situations where users are trying to fix the issue, but in reality moving the issue or making it worse. Could it be possible to get users country code some way and redirect to right place or maybe even go to extreme and simply link to uplay article or homepage with every case and just state that game is available there?
  17. Hi and first of all, welcome and thanks for contributing. I noticed that and modified the article a bit. The thing is that if you are setting your monitor to 60Hz from OS, first of all this would then be fix only for high refresh rate monitors essentially(?), monitor is then only able to show 60 FPS, meaning if the spikes were under 16.67ms, there would still be stuttering but just wouldn't show as monitor doesn't update faster than that. Two things I did notice was that with GPU memory limitation turned off, there would be constant spiking in frame rates, with hyper the frame times could spike up to 300ms. But this is really easy to track to lack of memory, meaning that turning that option back on and/or lowering settings fixes it almost completely. Another thing seems to be that there's some online stuff going on and if there's problems with origin or ea servers, it could also make the game stutter. There does seem to be something else for some people, but it does seem like it's also happening on high end systems and nobody seem to have pinpointed it yet. Some speculated controller not being plugged, but that seems like placebo.
  18. Marioysikax

    Field for simultaneous controller/mouse support?

    Input method switching may sound bit better as hybrid controller sounds like suggesting of multiple controllers usage. However switching would make games that require manual switching of controller to be true on table, which doesn't serve the purpose of using them simultaneously. Automatic input method switch? New field would also make it easier to note if game starts to change prompts at seizure level because of two differend inputs. Native bindings will be pain to do, especially when majoritys native bindings are basically slamming buttons as regular XInput controller and calling it a day without any testing or optimization for better controls. As for native support, which includes use of haptic feedback and button prompts, I did suggest including steam controller icons in prompt field, but apparently they are too similar to xbox ones and my made images were never accepted - not even as placeholders. So the "native support" section was my temporary solution to at least list the games. E: Also Xcom 2 support does seem more like marketing than native support. I do not own the game so can't test but as far as I have seen game still uses mouse and keyboard designed interface meaning also no steam controller prompts and haven't heard anyone saying anything about haptic feedback. I actually really love the haptic feedback from guns in CS:GO.
  19. Marioysikax

    Field for simultaneous controller/mouse support?

    I personally haven't been a fan of mixing the controller and keyboard/mouse when using steam controller, mainly because majority of games haven't been designed that way and drawbacks of not mixing are really minor, but I can see that it would be neat info to have for those who do mix them. When I have been editing game articles, I only mention this if switching between methods requires some significant effort, e.g. needing to manually switch the method of input or even restart the game. I would almost say that noting under hotplugging should suffice, even if this isn't exactly hotplugging, it's still meaning switching to use controller while the game is running.
  20. Marioysikax

    PC Report: Mirror's Edge Catalyst

    System Requirements Minimum CPU:Intel i3-3250 / AMD FX-6350 with 4 logical cores RAM:6 GB HDD:25 GB GPU:NVIDIA GeForce® GTX 650 Ti 2GB / AMD Radeon™ R9 270x OS:Windows® 7 64-Bit Recommended CPU:Intel Core i7-3770 at 3.4 GHz / AMD FX-8350 at 4.0 GHz RAM:16 GB HDD:25 GB GPU:NVIDIA GeForce® GTX 970 4GB / AMD Radeon™ R9 280x 3GB OS:Windows® 10 64-Bit Game was tested with Windows 10 Pro, 16 GB RAM, i5-3570K and Nvidia GTX 680 using Nvidia game ready drivers 368.39. Graphics settings When you first start the game, you get dropped straight into a cutscene followed by gameplay - without any interruptions from menus or launchers. The game uses automatic profile, which aims to achieve at 60 frames at your monitor's native resolution. Surprisingly, this worked really well on the tested machine, and combined with Origin's ability to start playing while the game is still downloading, made for a very pleasant and straightforward game experience. Every setting can be accessed from the game's pause menu. You can choose from five presets - one higher than was previously available during beta - as well as custom profile to change the settings individually. Unfortunately, changing texture or mesh quality requires restarting the game, which means it's necessary even when selecting from the presets. Every setting one could expect to see in a modern game is available, including field of view - especially vital in a fast paced first person game - as well as tons of extra options, permitting you to strike your preferred balance between frame rate and quality - including my personal favorite, resolution scaling. However with custom profile some settings can't be changed, most notably anti-aliasing, more of this later. Performance analysis Game is pretty scalable and it's easy to get needed performance even on bit older and weaker hardware. Thanks to resolution scaling, it's possible to fine tune the performance even further. GPU memory limitation setting was enabled when benchmarked initially. With lower presets the setting doesn't make much difference in performance, but when enabled with higher presets game starts to reduce textures and other VRAM related features to keep the performance up. Disabling it gives visible slowdowns as well as constant spiking with frame times, as the testing hardware was below recommended settings, running with 2 GB of VRAM. Tests ran afterwards has been run with GPU memory limitation disabled. One big issue I bumped was that pre-rendered cutscenes were out of sync, lagged horribly and kept the frame rate uncapped. Developers seem to be well aware of this particular issue and working on fix. Image quality Textures, lighting, reflection, effects, post process, mesh and motion blur also have five quality levels and all presets use them accordingly. Lowest preset is for users who need all the frames they can get with all the corners being cut to get them - that also being only way to disable antialiasing at all from games options menu. With normal game starts to look how it was meant to be played and everything from high forward simply raising the numbers for more eye candy with higher end systems, with Nvidia recommending GTX 1080 on Hyper preset. [compimg]http://community.pcgamingwiki.com/uploads/gallery/album_86/gallery_1116_86_27326.jpg|http://community.pcgamingwiki.com/uploads/gallery/album_86/gallery_1116_86_243253.jpg|864|540|Low preset|Hyper preset[/compimg] Full resolution: Low, Medium, High, Ultra, Hyper Preset comparison highlights the differences between reflections and ambient occlusion. Reflections are major part of games aesthetic which is why they are disabled only with lowest quality setting. Screen space ambient occlusion produces dark highlight around objects, while the horizon based option creates much more visually pleasing visuals - but being visually pleasing does come with performance cost. Shadow details With lighting quality, clearest difference is the shadows details. With lowest quality all the shadows are really low resolution and some objects do not create any shadows at all. Normal quality already makes a huge difference, higher values raising the resolution and LOD little by little. [compimg]http://community.pcgamingwiki.com/uploads/gallery/album_86/gallery_1116_86_101489.jpg|http://community.pcgamingwiki.com/uploads/gallery/album_86/gallery_1116_86_139502.jpg|864|540|Low quality|Medium quality[/compimg] Full resolution: Low, Medium, Hyper As for performance the average between quality settings seem pretty close, excluding the Hyper quality setting. Mesh quality Essentially setting to control LOD. With lowest quality setting it's easy to bump into characters and models that look like they were ripped from N64 game and standing next to them for few seconds will load the full model. [compimg]http://community.pcgamingwiki.com/uploads/gallery/album_86/gallery_1116_86_198452.jpg|http://community.pcgamingwiki.com/uploads/gallery/album_86/gallery_1116_86_144057.jpg|864|540|Low quality|Hyper quality[/compimg] Full resolution: Low, Hyper Performance difference between the highest and lowest values is actually surprisingly low, so it would be advised to raise the value from low to anything above to avoid those polygons from showing up and things missing from distance. Texture details Lowest quality setting drops the resolution of textures to a level that can distract from gameplay. Especially larger textures become blurry pixelated mess which looks slightly what they are supposed to be and big monitors doesn't show anything even though audio from program running still plays. Turning quality to medium already helps a lot. With hyper quality textures start to blend into the environment, giving huge bump to visual fidelity and it's most definitely the reason for 4 GB VRAM requirement. [compimg]http://community.pcgamingwiki.com/uploads/gallery/album_86/gallery_1116_86_50716.jpg|http://community.pcgamingwiki.com/uploads/gallery/album_86/gallery_1116_86_263427.jpg|864|540|Low quality|Hyper quality[/compimg] Full resolution: Low, Hyper Like stated on performance section, game does feature GPU memory limitation setting which will automatically turn down the quality if there GPU can't handle it. Disabling the option with higher quality settings caused visual stuttering and with hyper setting there was also clear slowdown. Antialiasing As it was with the original game, environments have really simple, white and clean visuals, meaning that there will be a lot of areas where aliasing would be clearly visible. It's most likely because of this reason that developers have chosen to have post processing antialiasing enabled with all presets excluding the lowest one. Post processing antialiasing does its job eliminating nearly all aliasing, however it does also make all the fine details lost completely as well as make visuals look bit blurry. Antialiasing is also enabled with custom settings and changing it requires modifying configuration file. However after some testing there doesn't seem to be any difference at all when trying to change Deferred value. Changing Post value seems to make same difference with everything above zero. So at the moment, it's possible to disable post processing antialiasing this way as long as reflection quality has been set to low to avoid crashing. It's not an ideal situation and I can't see reason why the antialiasing methods can't be part of custom options. One possibility is to use resolution scaling. Post processing effects are applied before the scaling is done, meaning that the finer details are kept bit better. More full resolution comparisons: None, Deferred and Post maxed, Deferred 1, Deferred 2, Post 1, Post 2, Post 3, 2x Scaling, Ultra preset + 2x Scaling. Problem with using the scaling is performance. With 2x scaling resolutions dimensions are doubled, meaning that game renders at 4K on 1080p display. That will tank the frame rate to ground. Post processing antialiasing does have some performance impact as well. FoV FoV slider is for vertical values. By default it's 60 degrees, which roughly translates to 90 horizontal degrees on 16:9 display which is a really good default. Slider does go all the way up to 90 degrees with the fish eyed look. [compimg]http://community.pcgamingwiki.com/uploads/gallery/album_86/gallery_1116_86_28126.jpg|http://community.pcgamingwiki.com/uploads/gallery/album_86/gallery_1116_86_143050.jpg|864|540|60|90[/compimg] Full resolution: 60, 90 Controls Starting the game, both keyboard/mouse and controller controls feel familiar to those who played original game. Mouse doesn't seem to have any smoothing or acceleration going on and sensitivity can be changed. Every action can be bound into single key, one of three primary mouse buttons or both. On controller front, game is fully controller supported with alternative preset and stick placement change. It does require XInput compatible controller, which should cover majority of controller users on PC, but it would've been nice to see wider support as many big titles have been expanding their support to at least Dualshock 4. Being Origin game also means that Steam Controller does require some fiddling to get to work. Audio With volume, it's possible to adjust master and music volume as well as boost the dialogues volume. That should cover majority of audio adjusting needs. Along with stereo and 5.1 surround switching, it's also possible to select device between speakers, TV and headphones, allowing setting the sound to match what is being used and much more accurate direction of sound. Conclusion Situation with antialiasing is bit disappointing, but as it's still just released PC title it can still change. That aside, Mirror's Edge Catalyst does include all settings required for first person parkouring, plays beautifully with PC and feels nicely familiar for those who played first game. It's possible to get into Catalyst and play it without knowledge of first game. It does have improvements to make it easier for newcomers including runners vision showing the way instead of just objects being highlighted. It's still worth to give the original game a try as it's usually really cheap and being 7 years old unreal 3 game will run with almost any hardware and most likely with really high settings. Best thing is that no need to wait for remasters on PC and of course PCGamingWiki got you covered with possible problems as well as enhancements with that game as well. PC Reports are a series of quick first impressions regarding the technical aspects of a PC game. This report was written by PCGamingWiki contributor Marioysikax. For an up to date account of Mirror's Edge Catalyst 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:
  21. PC Reports are a series of quick first impressions regarding the technical aspects of a PC game. This report was written by PCGamingWiki contributor Marioysikax. For an up to date account of Mirror's Edge Catalyst fixes and improvements, please visit its respective PCGamingWiki article. Mirror's Edge Catalyst is a first person parkouring game by DICE and prequel to Mirror's Edge released in 2009. Let's have a look PC versions technical aspects and how it performs. System Requirements Minimum CPU:Intel i3-3250 / AMD FX-6350 with 4 logical cores RAM:6 GB HDD:25 GB GPU:NVIDIA GeForce® GTX 650 Ti 2GB / AMD Radeon™ R9 270x OS:Windows® 7 64-Bit Recommended CPU:Intel Core i7-3770 at 3.4 GHz / AMD FX-8350 at 4.0 GHz RAM:16 GB HDD:25 GB GPU:NVIDIA GeForce® GTX 970 4GB / AMD Radeon™ R9 280x 3GB OS:Windows® 10 64-Bit Game was tested with Windows 10 Pro, 16 GB RAM, i5-3570K and Nvidia GTX 680 using Nvidia game ready drivers 368.39. Graphics settings When you first start the game, you get dropped straight into a cutscene followed by gameplay - without any interruptions from menus or launchers. The game uses automatic profile, which aims to achieve at 60 frames at your monitor's native resolution. Surprisingly, this worked really well on the tested machine, and combined with Origin's ability to start playing while the game is still downloading, made for a very pleasant and straightforward game experience. Every setting can be accessed from the game's pause menu. You can choose from five presets - one higher than was previously available during beta - as well as custom profile to change the settings individually. Unfortunately, changing texture or mesh quality requires restarting the game, which means it's necessary even when selecting from the presets. Every setting one could expect to see in a modern game is available, including field of view - especially vital in a fast paced first person game - as well as tons of extra options, permitting you to strike your preferred balance between frame rate and quality - including my personal favorite, resolution scaling. However with custom profile some settings can't be changed, most notably anti-aliasing, more of this later. Performance analysis Game is pretty scalable and it's easy to get needed performance even on bit older and weaker hardware. Thanks to resolution scaling, it's possible to fine tune the performance even further. GPU memory limitation setting was enabled when benchmarked initially. With lower presets the setting doesn't make much difference in performance, but when enabled with higher presets game starts to reduce textures and other VRAM related features to keep the performance up. Disabling it gives visible slowdowns as well as constant spiking with frame times, as the testing hardware was below recommended settings, running with 2 GB of VRAM. Tests ran afterwards has been run with GPU memory limitation disabled. One big issue I bumped was that pre-rendered cutscenes were out of sync, lagged horribly and kept the frame rate uncapped. Developers seem to be well aware of this particular issue and working on fix. Image quality Textures, lighting, reflection, effects, post process, mesh and motion blur also have five quality levels and all presets use them accordingly. Lowest preset is for users who need all the frames they can get with all the corners being cut to get them - that also being only way to disable antialiasing at all from games options menu. With normal game starts to look how it was meant to be played and everything from high forward simply raising the numbers for more eye candy with higher end systems, with Nvidia recommending GTX 1080 on Hyper preset. Full resolution: Low, Medium, High, Ultra, Hyper Preset comparison highlights the differences between reflections and ambient occlusion. Reflections are major part of games aesthetic which is why they are disabled only with lowest quality setting. Screen space ambient occlusion produces dark highlight around objects, while the horizon based option creates much more visually pleasing visuals - but being visually pleasing does come with performance cost. Shadow details With lighting quality, clearest difference is the shadows details. With lowest quality all the shadows are really low resolution and some objects do not create any shadows at all. Normal quality already makes a huge difference, higher values raising the resolution and LOD little by little. Full resolution: Low, Medium, Hyper As for performance the average between quality settings seem pretty close, excluding the Hyper quality setting. Mesh quality Essentially setting to control LOD. With lowest quality setting it's easy to bump into characters and models that look like they were ripped from N64 game and standing next to them for few seconds will load the full model. Full resolution: Low, Hyper Performance difference between the highest and lowest values is actually surprisingly low, so it would be advised to raise the value from low to anything above to avoid those polygons from showing up and things missing from distance. Texture details Lowest quality setting drops the resolution of textures to a level that can distract from gameplay. Especially larger textures become blurry pixelated mess which looks slightly what they are supposed to be and big monitors doesn't show anything even though audio from program running still plays. Turning quality to medium already helps a lot. With hyper quality textures start to blend into the environment, giving huge bump to visual fidelity and it's most definitely the reason for 4 GB VRAM requirement. Full resolution: Low, Hyper Like stated on performance section, game does feature GPU memory limitation setting which will automatically turn down the quality if there GPU can't handle it. Disabling the option with higher quality settings caused visual stuttering and with hyper setting there was also clear slowdown. Antialiasing As it was with the original game, environments have really simple, white and clean visuals, meaning that there will be a lot of areas where aliasing would be clearly visible. It's most likely because of this reason that developers have chosen to have post processing antialiasing enabled with all presets excluding the lowest one. Post processing antialiasing does its job eliminating nearly all aliasing, however it does also make all the fine details lost completely as well as make visuals look bit blurry. Antialiasing is also enabled with custom settings and changing it requires modifying configuration file. However after some testing there doesn't seem to be any difference at all when trying to change Deferred value. Changing Post value seems to make same difference with everything above zero. So at the moment, it's possible to disable post processing antialiasing this way as long as reflection quality has been set to low to avoid crashing. It's not an ideal situation and I can't see reason why the antialiasing methods can't be part of custom options. One possibility is to use resolution scaling. Post processing effects are applied before the scaling is done, meaning that the finer details are kept bit better. More full resolution comparisons: None, Deferred and Post maxed, Deferred 1, Deferred 2, Post 1, Post 2, Post 3, 2x Scaling, Ultra preset 2x Scaling. Problem with using the scaling is performance. With 2x scaling resolutions dimensions are doubled, meaning that game renders at 4K on 1080p display. That will tank the frame rate to ground. Post processing antialiasing does have some performance impact as well. FoV FoV slider is for vertical values. By default it's 60 degrees, which roughly translates to 90 horizontal degrees on 16:9 display which is a really good default. Slider does go all the way up to 90 degrees with the fish eyed look. Full resolution: 60, 90 Controls Starting the game, both keyboard/mouse and controller controls feel familiar to those who played original game. Mouse doesn't seem to have any smoothing or acceleration going on and sensitivity can be changed. Every action can be bound into single key, one of three primary mouse buttons or both. On controller front, game is fully controller supported with alternative preset and stick placement change. It does require XInput compatible controller, which should cover majority of controller users on PC, but it would've been nice to see wider support as many big titles have been expanding their support to at least Dualshock 4. Being Origin game also means that Steam Controller does require some fiddling to get to work. Audio With volume, it's possible to adjust master and music volume as well as boost the dialogues volume. That should cover majority of audio adjusting needs. Along with stereo and 5.1 surround switching, it's also possible to select device between speakers, TV and headphones, allowing setting the sound to match what is being used and much more accurate direction of sound. Conclusion Situation with antialiasing is bit disappointing, but as it's still just released PC title it can still change. That aside, Mirror's Edge Catalyst does include all settings required for first person parkouring, plays beautifully with PC and feels nicely familiar for those who played first game. It's possible to get into Catalyst and play it without knowledge of first game. It does have improvements to make it easier for newcomers including runners vision showing the way instead of just objects being highlighted. It's still worth to give the original game a try as it's usually really cheap and being 7 years old unreal 3 game will run with almost any hardware and most likely with really high settings. Best thing is that no need to wait for remasters on PC and of course PCGamingWiki got you covered with possible problems as well as enhancements with that game as well. PC Reports are a series of quick first impressions regarding the technical aspects of a PC game. This report was written by PCGamingWiki contributor Marioysikax. For an up to date account of Mirror's Edge Catalyst 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: Click here to view the article
  22. Marioysikax

    Steamworks DRM in articles

    I do not use adblocking software, so I'm assuming the continue button is put there to forward you to advertisement site to get some ad money from you even with adblock. Site works just fine without adblock so either you need to whitelist or block the adblocker blocker.
  23. Marioysikax

    Mirror's Edge Catalyst

    Images of PC report for Mirror's Edge Catalyst
  24. Marioysikax

    Graph Lighting

    From the album: Mirror's Edge Catalyst

  25. Marioysikax

    LOD Hyper

    From the album: Mirror's Edge Catalyst

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