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LDK

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  1. System requirements Minimum CPU: Core 2 Duo E8200 2.66 GHz or Phenom X3 8750 2.4 GHz RAM: 6 GB HDD: 40 GB GPU: DirectX 11 compatible, GeForce GTS 450, Radeon HD 5870 Maximum CPU: Core™ i5 – 680 @ 3.6GHz RAM: 8GB GPU: GeForce™ GTX 760 @ 4GB Call of Duty: Ghosts is very strict and will not launch if minimum specifications are not met. It needs a DirectX 11 graphics card (GeForce 400 series and newer, Radeon 5000 series and newer, Intel HD 4000 series) and at least 6 GB RAM. (UPDATE: patch from 11. 19. 2013 RAM lowers restriction to 4 GB RAM). Even CPU is checked at the start and if anything is not according to specifications, the game will spew out an error message. It would be justifiable if the game would use all that memory, but memory restriction is completely arbitrary - see our recent article with for more details regarding the RAM allocation. Testing was done on a system with Core i7 clocked to 4.5 GHz, 32 GB RAM and AMD Radeon HD 6870 in 1920x1200 resolution. There is no built-in benchmark, so I tested the very first chapter of the game from the start. This section is not particularly hardware intensive, but offers perfect repeatability as you are only required to run from one point to another with no incoming fire. All screenshots are in PNG format and can be found on our gallery. There are reports about the game being locked to 91 FPS. I have not encounter this lock and the game ran on my system unlocked without any alterations to the system files. Download size is around 30 GB, on HDD the game takes more than 32 GB. Video settings Call of Duty: Ghosts features a handful of video options. From the basic menu players can set resolution, display mode (fullscreen, windowed, borderless windowed) and colorblind mode. More interesting is Advanced Video menu, where many more specific options can be found. There are no presets and everything has to be set manually. Apart from "Terrain Detail" there is nothing extraordinary here. You can set anti-aliasing, ambient occlusions, shadows, texture resolutions and few other effects. Performance With its strict requirements one would expect more stunning visuals from a hardware intensive game, unfortunately only the second statement is correct. The game is very demanding - mainly GPU power and graphics memory, but visuals are not much better than any previous Call of Duty title. Many textures are in low resolution even on max setting. They look good from a distance, but as you get closer they fall apart into blurry mess. When a game does not have presets for graphics settings, I test with everything on low and then again with everything on max. That was the plan for CoD: Ghosts, unfortunately the game on max setting runs around 5 FPS so I was not able to finish the test run. Average framerate on Low is 77 FPS and perfectly playable. [compimg]http://community.pcgamingwiki.com/uploads/gallery/album_18/gallery_13_18_332738.jpg|http://community.pcgamingwiki.com/uploads/gallery/album_18/gallery_13_18_122269.jpg|864|540|Low|Max [/compimg] Image Quality CoD: Ghosts features one very interesting and very useless option called Image Quality. This is just the internal resolution scaler that lowers internal rendering resolution. This internal resolution is then upscaled to your set resolution. On the Very Low setting, internal rendering resolution is approximately a quarter of the set resolution at 1920x1200. So you are getting only around 640x400 scaled to full HD. Only on Extreme setting will result in native resolution and I do not recommend anything else set. Why this feature is implemented is beyond me. When basic resolution is lowered, usually scaler in GPU or LCD will do better job then some internal engine scaler. There is even a limit to how low an internal scaler can go - at 640x480 and IQ set to Very Low, internal and output resolution is the same. Battlefield 4 has something similar implemented but with a neat twist: you could set the internal scaler higher than native resolution and achieve better anti-aliasing than with native methods. Field of view Last title in the series, Call of Duty: Black Ops II, has a field of view slider that could go up to 90 degrees. CoD: Ghosts however does not have a slider at all and a community created FoV tool was to be taken down on Activision's request. This is interesting as an unofficial FoV tool for Modern Warfare 3 was not prosecuted at all. Update: There is a new tool to set custom field of view in single and multi-player version of the game up to 90 degrees. The tool can be downloaded from its homepage or from our local repository. Usage is simple: launch the tool, set your field of view and launch the game. [compimg]http://community.pcgamingwiki.com/uploads/gallery/album_18/gallery_13_18_71287.jpg|http://community.pcgamingwiki.com/uploads/gallery/album_18/gallery_13_18_167296.jpg|864|540|FoV 65|FoV 90[/compimg] Anti-aliasing CoD: Ghosts offers four different methods of anti-aliasing. There are two levels of MSAA (2x and 4x), standard FXAA, a new filter SMAA and for Nvidia user two levels of TXAA (2x and 4x). SMAA stands for Subpixel Morhological Anti-aliasing and is a combination of post-process anti-aliasing filter with additional multi/supersampling methods. It should offer much better results than FXAA with less performance impact than SSAA or MSAA. Learn more about SMAA here. Below is a comparison of each of the AA methods. This picture was created by selecting the same 40x40px sample from each screenshot and enlarged by Nearest Neighbor algorithm to 160x160px. Using this algorithm pixel boundaries were preserved and samples were not smoothed. First row contains samples from barbed wire created with polygons so edge smoothing can be observed. Second row is a sample from simple wall texture and thus should not be smoothed. In this comparison picture you can see how effective each method is. FXAA offers rather nice smoothing of sharp edges but as usual there is substantial loss of details on the textures. MSAA traditionally leaves textures nice and sharp and only edges are smoothed. A rather pleasant surprise is the new SMAA as it offers better edge anti-aliasing and little texture blurring. Now lets look at the performance impact of each AA method. FXAA offers the best performance with only 10% drop, but texture blurring pretty much destroys many little details. MSAA us usual has very large performance drop - 25% for 2x and 45% for 4x - but no texture blurring and proper edge smoothing. The winner however is SMAA with the best edge smoothing and moderate framerate drop of 19%. Ambient occlusion Ambient occlusion is a very hardware intensive effect that creates subtle shadows in corners and nearby objects. CoD: Ghosts lets players set AO in three steps - Low, High and HBAO+. [compimg]http://community.pcgamingwiki.com/uploads/gallery/album_18/gallery_13_18_157491.jpg|http://community.pcgamingwiki.com/uploads/gallery/album_18/gallery_13_18_42434.jpg|864|540|Off|HBAO+[/compimg] As you can see, AO adds depth to the scene and makes the environment seem more real. There is however quite a noticeable framerate drop when enabling this feature. Just enabling AO will cost you around 12%, setting it to high another 2%. The most intensive and the best looking HBAO+ means a drop of 27%. Textures The game offers advanced texture settings where you can set texture, normal map, specular map and water map resolutions. Performance impact depends primarily on the system graphics memory (VRAM). Usually the game fits everything it can into VRAM and the framerate will stay exactly the same on Low and Extra. If your system has not got enough VRAM, the game will drop unused textures and load a new one. Modern games stream lower resolution textures first and work its way up to higher resolution. I suspect, that this is not the case in CoD: Ghosts and when there is texture data missing from the memory, the game will load max resolution textures first causing the game to completely stop for a moment. It is apparent when you have 512MB or 1GB VRAM then set all textures on max and rotate your view very fast - the game will stutter. [compimg]http://community.pcgamingwiki.com/uploads/gallery/album_18/gallery_13_18_152466.jpg|http://community.pcgamingwiki.com/uploads/gallery/album_18/gallery_13_18_215469.jpg|864|540|Textures low|Textures Extra[/compimg] Shadows and other effects Shadows toggle in menu controls dynamic shadows. Turning it off means losing characters and objects shadows, leaving only low resolution static terrain shadows. Performance drop is around 34% and rather noticeable. [compimg]http://community.pcgamingwiki.com/uploads/gallery/album_18/gallery_13_18_93909.jpg|http://community.pcgamingwiki.com/uploads/gallery/album_18/gallery_13_18_175872.jpg|864|540|Shadows off|Shadows on[/compimg] Other effects like motion blur and distortion didn't have much impact on overall performance. Depth of field on the other hand has massive performance drop. DoF blurs everything that is not in focus when the player is aiming with a weapon. Exact amount of FPS drop varies and depends on what is on the screen, but 60% drop is not unusual. We can only speculate why this effect is do demanding. It can be badly optimized, or it could just use an advanced DX11 DoF method instead of the more common DX9 one. Turning DoF off will result in framerate increase when the player is aiming. Usually in this situation players need every frame to achieve better aiming so turning DoF off is recommended. Terrain Detail I was unable to observe this effect at all. It is supposed to be some sort of a tessellation filter, but when I turn it on, the game will run for about 20 seconds and then freeze my whole computer. Controls There are no surprises in the controls menu, the game lets players set key binds, mouse sensitivity and disable mouse smoothing. I haven't noticed any mouse acceleration, there was few cases of random erratic mouse behavior though. It is most likely caused by the game running with elevated priority. Lowering the priority of the game process ("iw6sp64_ship.exe" or "iw6mp64_ship.exe") in Task manager, or follow our guide for permanent fix at wiki article may resolve this. CoD: Ghosts also supports controllers, but there is no way to control the game with controller and mouse and keyboard at the same time as one peripheral will be disabled and the other will take priority. There are about aim assist with a controller on PC version. Audio The audio menu is very disappointing as it offers only a master volume slider and toggle for subtitles in the single-player version. The game supports surround sound systems up to 5.1 configuration. Overall the game sounds strange - grenades and explosions are very bass heavy, but normal guns sound very flat and uninteresting. Conclusion It seem unfortunately the PC version is not a very good port - the game is not very optimized, highly unstable and crashing all the time. Key features, like field of view slider, are completely missing and on top of that there is aim assist for a controller that cannot be turned off. Very strict and heavily enforced system requirements are not justified by visual quality at all as the game look pretty much the same as last year's Black Ops 2. Even character animation in one sequence is taken directly from Modern Warfare 2 just to give you an idea of the corner cutting methods being used. So sadly, in conclusion Call of Duty: Ghosts is not a very good PC port. It seems like its developer, Infinity Ward, does not care about the PC audience at all.
  2. Call of Duty: Ghost launched today and oh boy it isn't pretty launch for PC version. Steam Community Discussions are full of very angry players unable to run the game at all because of this (and few other problems) lovely error message: Your system memory (RAM) does not meet minimum specification for running Call of Duty: Ghosts.Update: Patch released on 19th of November lowers RAM restriction to 4GB. Original text: Minimum requirements clearly states, that the game needs 6 GB of RAM. These requirements are usually only recommendations and players got used to not follow them literary. CoD: Ghosts is taking completely different approach: it checks your system, and if you don't have 6 GB RAM or more - no game for you. Someone would say it is one of the first titles for next gen consoles, so of course it needs a lot of memory. But is it really true? I tested the game and on my system it never got above 2.1 GB and pretty much stayed always at 2.1 GB regardless of video settings. Download attachment: cod_memory.png Here you can see, how main process uses system resources in time. Green graph follows CPU usage, yellow graph memory allocation and blue tracks HDD access. Graph captures the game from the start, level load (first rise to 2.1 GB) and loading new level (valley and second rise). As you can see, memory allocation is far from 6GB and even if OS and running applications overhead is taken into account, there is no way needs 6 GB. This limit can be disabled by using cracked replacement executable file. It works only for singleplayer version and using it will probably get you VAC banned. Google RamFIX and the game name if you are brave enough. Now, why would Infinity Ward implement and test this hard limitation when they got hands full with finishing four different versions to other platforms? And from ours and external observations there was no need for it at all? Let me put on tin-foil hat and say that one reason could be to make next gen consoles more appealing: my last year gaming laptop won't even launch this game, but next gen is running it perfectly! Given that IW was given preferential treatment by Microsoft and Sony I would not be very surprised if that would be true. More about CoD: Ghost hopefully in a few days in our Port Report or check fixes and guides for a few issues in our wiki article. Click here to view the article
  3. Update: Patch released on 19th of November lowers RAM restriction to 4GB. Original text: Minimum requirements clearly states, that the game needs 6 GB of RAM. These requirements are usually only recommendations and players got used to not follow them literary. CoD: Ghosts is taking completely different approach: it checks your system, and if you don't have 6 GB RAM or more - no game for you. Someone would say it is one of the first titles for next gen consoles, so of course it needs a lot of memory. But is it really true? I tested the game and on my system it never got above 2.1 GB and pretty much stayed always at 2.1 GB regardless of video settings. Here you can see, how main process uses system resources in time. Green graph follows CPU usage, yellow graph memory allocation and blue tracks HDD access. Graph captures the game from the start, level load (first rise to 2.1 GB) and loading new level (valley and second rise). As you can see, memory allocation is far from 6GB and even if OS and running applications overhead is taken into account, there is no way needs 6 GB. This limit can be disabled by using cracked replacement executable file. It works only for singleplayer version and using it will probably get you VAC banned. Google RamFIX and the game name if you are brave enough. Now, why would Infinity Ward implement and test this hard limitation when they got hands full with finishing four different versions to other platforms? And from ours and external observations there was no need for it at all? Let me put on tin-foil hat and say that one reason could be to make next gen consoles more appealing: my last year gaming laptop won't even launch this game, but next gen is running it perfectly! Given that IW was given preferential treatment by Microsoft and Sony I would not be very surprised if that would be true. More about CoD: Ghost hopefully in a few days in our Port Report or check fixes and guides for a few issues in our wiki article.
  4. HLTB is useful site, but I wouldn't put it into General information. But i wouldn't mind another small icon in the infobox, better yet if it can be generated automatically from Steam appID and therefore disabled at anytime.
  5. Batman: Arkham Origins had pretty painful release. Although technically the game is alright (see our technical review), there are numerous game breaking bugs and glitches within game scripts. Since its release last week, Batman received two patches that fixes some of the problems and this evening Warner Bros. issued official statement.In this statement WB thanks for all the support from fans, acknowledges some of the game's problems and assures that more fixes are coming as early as next week. Read whole statement at WB site. So far it has been fixed: - Infinite Falling/Falling Out Of World - Unable To Continue Story - FreeFlow Focus mode not unlocking upon reaching “Shadow Vigilante†rank 3 will be fixed - Fix for progression blocker keeping some players from navigating through the vent in the Burnley tower Don't forget to visit our Wiki article full of fixes and tweaks, for full bug list, visit Steam Community site. Click here to view the article
  6. In this statement WB thanks for all the support from fans, acknowledges some of the game's problems and assures that more fixes are coming as early as next week. Read whole statement at WB site. So far it has been fixed: - Infinite Falling/Falling Out Of World - Unable To Continue Story - FreeFlow Focus mode not unlocking upon reaching “Shadow Vigilante†rank 3 will be fixed - Fix for progression blocker keeping some players from navigating through the vent in the Burnley tower Don't forget to visit our Wiki article full of fixes and tweaks, for full bug list, visit Steam Community site.
  7. PC port of Deadly Premonition is very similar to the Dark Souls port with resolution locked at 720p. Fortunately Durante (guy behind Dark Souls resolution fix) got himself a copy and created a new fix in a record time of one hour and nineteen minutes!At first glance Rising Star Games, company behind porting Deadly Premonition, didn't spend a lot of time on porting this game. There are zero graphical options, resolution is fixed on 720p and key binding can be done only via launcher that happily ignores some keys (alt, caps lock..). You can set mouse sensitivity, but beware of strong negative acceleration. There is still hope as PC modding scene will probably fix many of its shortcomings. Durante already is busy with new version of DPfix - a custom d3d9.dll file, that modifies the game's rendering and lifts resolution restrictions. In its current form the fix is far from perfect - in game map is rendered outside of its frame and some effects are not where they should be. However as a first aid it works fairly well so head up to Durante's website and get yourself a copy. Installation is pretty easy - just unzip archive to the game's install folder (\Steam\steamapps\common\Deadly Premonition The Director's Cut\), then open DPfix.ini in text editor and set your desired resolution. Update: Durante released new version of DPfix - 0.3 beta which fixes a lot of bugs: - Fixed normal mapping/lighting of many surfaces in the game (this is a big one) - Fixed minimap location - Added windowed mode (in addition to fullscreen and borderless windowed fullscreen modes), since it was requested There is one remaining issue with second camera perspective, so expect another release soon. Click here to view the article
  8. At first glance Rising Star Games, company behind porting Deadly Premonition, didn't spend a lot of time on porting this game. There are zero graphical options, resolution is fixed on 720p and key binding can be done only via launcher that happily ignores some keys (alt, caps lock..). You can set mouse sensitivity, but beware of strong negative acceleration. There is still hope as PC modding scene will probably fix many of its shortcomings. Durante already is busy with new version of DPfix - a custom d3d9.dll file, that modifies the game's rendering and lifts resolution restrictions. In its current form the fix is far from perfect - in game map is rendered outside of its frame and some effects are not where they should be. However as a first aid it works fairly well so head up to Durante's website and get yourself a copy. Installation is pretty easy - just unzip archive to the game's install folder (\Steam\steamapps\common\Deadly Premonition The Director's Cut\), then open DPfix.ini in text editor and set your desired resolution. Update: Durante released new version of DPfix - 0.3 beta which fixes a lot of bugs: - Fixed normal mapping/lighting of many surfaces in the game (this is a big one) - Fixed minimap location - Added windowed mode (in addition to fullscreen and borderless windowed fullscreen modes), since it was requested There is one remaining issue with second camera perspective, so expect another release soon.
  9. System requirements Minimum CPU: Intel Core 2 Duo, 2.4 GHz / AMD Athlon X2, 2.8 GHz RAM: 2 GB RAM HDD: 20 GB GPU: NVIDIA GeForce 8800 GTS / AMD Radeon HD 3850 or better with 512 MB of VRAM Maximum CPU: Intel Core i5-750, 2.67 GHz / AMD Phenom II X4 965, 3.4 GHz RAM: 4 GB RAM HDD: 20 GB GPU: NVIDIA GeForce 8800 GTS / AMD Radeon HD 3850 or better with 512 MB of VRAM Testing was done on a system with Core i7 clocked to 4.5 GHz, 32 GB RAM and an AMD Radeon HD 6870 in 1920x1200 resolution via benchmark build in the game. Download size is around 18 GB, with the same amount of space occupied on the HDD. Video settings As its predecessors, the game is running on the Unreal Engine 3 and features a nice set of options. Everything can be set directly in-game and only PhysX requires a game restart. Apart from standard settings like resolution and v-sync, you can set anti-aliasing, DX11 specific effects, PhysX and ambient occlusion. Unfortunately there are no presets, so you'll have to set everything manually. There is a rather annoying bug in this menu: when you lower some options, the appropriate effect is lowered/turned off accordingly but frame rate stays the same. In order to get performance boots, you have to load your save or restart whole game. Field of view There is no field of view slider, which can be very annoying for many players. Default field of view is very narrow - 56 degrees - and very distracting. There are two methods to change field of view. First method will bind one of your key to change value of field of view to your liking. The game will scale all other values based of this value, so no other setting is necessary; however if you'd like to tweak FoV values for different situations, follow guide at our our wiki article. Note that this permanent method did not work for me. Key binding method: 1. Navigate to the game install folder, specificaly here: ..\Steam\steamapps\common\Batman Arkham Origins\SinglePlayer\BMGame\Config\ 2. Open file BmInput.ini 3. Select all lines starting with "Bindings" in section [Engine.PlayerInput] and copy them to the [bmGame.RPlayerInput] section within the same file. 4. Add "Bindings=(Name="F10",Command="fov xx")" without quotes at the end of the [bmGame.RPlayerInput] section. Change xx to your desired field of view value. 5. Addionaly you can create another command with "Bindings=(Name="F11",Command="fov 0"), that will reset field of view to default, which is useful in cutscenes. [compimg]http://community.pcgamingwiki.com/uploads/gallery/album_17/gallery_13_17_105038.jpg|http://community.pcgamingwiki.com/uploads/gallery/album_17/gallery_13_17_82649.jpg|864|540|Default FoV|FoV of 100[/compimg] Performance Batman: Arkham Origins runs on the DX11 renderer by default if it finds a DX11 GPU in the system, however the game is capable of running in the older DX9 renderer by putting "-d3d9" into launch options within Steam. DX9 renderer offers slightly better performance at the cost of a few DX11-specific effects. As this game does not have low, medium and high presets, I've tested only everything on low and everything on high with both DX9 and DX11 renderers just without anti-aliasing. AA under DX11 is true performance killer and results wouldn't be very clear. More about AA later in the article. [compimg]http://community.pcgamingwiki.com/uploads/gallery/album_17/gallery_13_17_123120.jpg|http://community.pcgamingwiki.com/uploads/gallery/album_17/gallery_13_17_124861.jpg|864|540|Low|Max[/compimg] Anti-aliasing The game features a surprising amount of anti-aliasing methods. Players can choose two levels (low and high) of post process FXAA filter or true anti-aliasing in form of MSAA in three steps: 2x, 4x and 8x. For owners of Nvidia GPU there are also two levels (low and high) of TXAA method that I unfortunately I wasn't able to test. In this comparison picture you can see most of the methods under both renderers. AA under DirectX11 appears little better considering same amount of sampling. The smoothest edges offers post process FXAA filter but for a cost of little bit texture blurring. Performance of AA in this game is a little bit of a mystery to me. Clearly every method works under both renderers, but with widely different framerate drop. From the graph below you can see that overall the least impact has FXAA, which is no surprise due to the nature of this filter. What baffles me is massive impact of MSAA with DX11 renderer. Just turning MSAA on you'll lose 50% of your framerate, maxing it out on my system means drop to unplayable single digit framerate. The other renderer - DX9 - hasn't got any problems with MSAA and performance drop is negligible. I first thought that no AA is used under DX9, but when I checked screenshot, AA is clearly there and is progressively better when the sample rate is increased. For screenshots from this benchmark in full resolution and in lossless format visit our gallery. Dynamic shadows Dynamic shadows sets shadows for character models. It has no impact on pre-rendered (baked) world shadows. Performance impact is not very severe between Off and Normal state. DX11 Enhanced shadows are more costly - around 15% without significant visual impact. [compimg]http://community.pcgamingwiki.com/uploads/gallery/album_17/gallery_13_17_106843.jpg|http://community.pcgamingwiki.com/uploads/gallery/album_17/gallery_13_17_180367.jpg|864|540|Off|DX11 Enhanced[/compimg] Ambient occlusion This usually performance-hungry effect is rather modest in Batman: Arkham Origins. "Normal" AO will cost you around 10% of the framerate, DX11 Enhanced method another 20%. The game is using this effect very nicely - it adds subtle shadows to dark corners and it is not adding dark "glow" around every object as some other games can. [compimg]http://community.pcgamingwiki.com/uploads/gallery/album_17/gallery_13_17_78914.jpg|http://community.pcgamingwiki.com/uploads/gallery/album_17/gallery_13_17_44675.jpg|864|540|Off|DX11 Enhanced[/compimg] Controls The game is designed to be played with a controller. The Xbox 360 Controller is preferred and when the player navigates to the control menu the game shows the Xbox control scheme first no matter what control scheme are you using. Fortunately there is an option to remap keys, and for every action two keys can be set. But there are severe limitations to the mouse setting: there is no mouse sensitivity slider at all, and fourth and fifth mouse buttons are not supported by default. Mouse sensitivity can be set via config file: 1. Navigate to the game install folder, specificaly here: ..\Steam\steamapps\common\Batman Arkham Origins\SinglePlayer\BMGame\Config\ 2. Open file BmInput.ini 3. Locate line MouseSensitivity=60.0 and change its value to your liking. A controller is automatically detected when plugged in even if the game is already running. On-screen prompts are immediately changed between keyboard and controller based on last used device. Unfortunately there are no options for controller, not even a sensitivity slider or axis inversion. Audio Batman: Arkham Origins features quite a rich sound setting. There are few presets for sound system: headphones, TV, stereo and home theater. The game is using Wwise for its sound system so unfortunately only up to 5.1 surround sound is supported. There are also a toggle for subtitles and volume sliders for sound effects, music and dialogue but no slider for master volume. Game itself Here on the Port Report we don't usually comment on the "game content" part of the analyzed title, but I have to make an exception. This game is unbelievably broken. I was suspecting something when even the biggest magazines hadn't received PC review copies prior to release, but this exceeded my expectations. The game is riddled by bugs, and not little ones but really game-breaking bugs as scripts are not running properly. Often players are unable to progress due to closed doors, inaccessible areas, bad geometry clipping and much more. A bug list is kept on the Steam Community Discussions page, but there are few fixes available as this can only be fixed by the developers. Conclusion From a technical standpoint the game is rather solid. This is most likely due to the fact that this is third game in the series based on the same engine, and most likely built with the same tools. Graphic option menu is nothing spectacular, but offers tweaking to some degree. Performance issues are only with MSAA under DX11 renderer, other than that all effects are having expected performance drop. Controls menu is not very rich and offers only basic binding. No mouse or controller settings are available even though both devices are supported. The game part is unfortunately horribly broken and plagued with game-breaking bugs. We are looking closely on this and we are keeping article on PCGamingWiki updated, but I'm afraid these bugs will have to be fixed by developer.
  10. I misread the original instructions first, based on my previous encounters with config files in UE3 and was just adding fov binds. That didn't work for me at first, after reinstall it worked but without any other binds, so I checked them again and found what I overlooked. So now that I have confirmation that it really works, I changed the fix to the current form which is very similar to the other UE3 fov fixes we have here on wiki. I don't know about the other fix though. It says default FoV is 70, but when I play with fov binds in game, the default fov is slightly above 55.
  11. I deleted my copy, downloaded it again and now at least first method (key binds) works for me. Second one not though.
  12. I've added two field of view fixes but neither one is working for me at all. Could you please try them? http://pcgamingwiki.com/wiki/Batman:_Arkham_Origins#Field_of_view_.28FOV.29
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