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Everything posted by DrCat

  1. Does changing the bit depth and/or the frequency(e.g 16bit 44100Hz instead of 24bit 48000Hz) improve things?
  2. This sounds like a bug related to the physics more than one related to graphical settings, but just in case, have you tried: -setting everything to the lowest settings and trying to reproduce the bug? -setting everything to the highest settings and trying to reproduce the bug? If the bug is solved in either situation then it is indeed related to graphical settings, and you should therefore try to change each setting individually until you find the culprit. I'm impressed that you paid the (hefty) premium to get a laptop with G-Sync and don't even know what it is :D Check out Nvidia's
  3. What's with the aggressivity? Mirh is trying to offer solutions.
  4. That isn't entirely true. When rendering at a framerate higher than the monitor's refresh rate, the monitor will present frames that are newer at every update than if there was only a single frame rendered every 1/60th (for 60Hz) of a second. At any rate, http://pcgamingwiki.com/wiki/Glossary:Frame_rate_(FPS) already provides info on capping framerate.
  5. If we were to add those infos I think it would be best to put them under an expandable tab (like button prompts and light bar support are in the Input section), otherwise it would clutter the tab.
  6. I was also thinking that relying on that website may be a problem if it ever goes down. Since the Field of View page already mentions a few examples of hFOV to vFOV however, I think it would be simpler to just add the formula mentioned on the website and let the users calculate for themselves.
  7. You're right, I just checked and there doesn't seem to be a way to set the resolution. To answer your question, I think you might be able to write a batch file using NirCmd and the command "setdisplay [width] [height] [depth]".
  8. Probably a silly question, but why not just play in fullscreen and set the game's resolution to 720p?
  9. I've known that as well. Problem with talk pages is that, unlike forum posts, there is no notifications or list of latest replies/newest discussions (at least, none that I know of), meaning you just have to get lucky that someone will have the idea to open the Discussion page of the game you made a discussion on.
  10. I can confirm that forcing AA does not work at all in GTA 5. I can also confirm that forcing AA does work in some games (like Giants: Citizen Kabuto). Basically, you just have to pray that it will do something. In GTA's case, you'll have to use the in-game MSAA.
  11. Yes. As far as I know it can only be activated when it natively exists in the game, and I'm guessing that's due to the fact CMAA is proprietary Intel technology.
  12. I'd say SMAA and CMAA are on par in terms of quality, but given how rarely CMAA is used I don't think it would be wrong to simply say "use SMAA whenever you can, whenever post-rocess AA is the only solution". Then we could link to injectSMAA, which is very handy.
  13. Thanks for the contributions. On topic, I'm pretty sure that any game can be modded given sufficient hexadecimal editing wizardry, making the classification of wether or not a game is moddable pointless. But we could have a part on the page letting the user know if the game natively supports mods. By natively, I mean that there exists built-in ways to manage user-created content (for example: Steam Workshop support, the launcher of various Bethesda games which recognizes .esm files and lets you enable/disable them, etc.).
  14. That would be nice. I have little knowledge about storage and having a page dedicated to it end its relation with games would be a welcome addition to me at the very least.
  15. There would be a benefit to install every game on a SSD but for most game that improvement would be negligible. The best games to install on a SSD are games with very long and/or frequent loading times. I'm pretty sure there's nothing in particular to do after the game's installed.
  16. Maybe we should restrict the described AAs to those that are supported natively by at least and handful of games + those that can be forced in drivers, and put the rest in a "further reading" list or something of the sort.
  17. I meant to say, should be among the first thing to remove in case you want a performance boost. I can't think of a single game, regardless of the hardware, where non-post-process AA isn't one of the most taxing graphical options. Also, does ADAA still exist on modern AMD GPUs? I don't see it in Crimson.
  18. I think "Impact on Graphical Quality" could be removed and its content integrated in the types of anti-aliasing (traditional and PP) by making the points relevant to it more detailed, since those points are kind of repeating what the "Impact on Graphical Quality" part already said. For example in "Traditional methods" instead of having "Usually more taxing on resources" we could have something like "Usually more taxing on resources, should be prioritized if seeking a large performance improvement".
  19. Even though AA has a varying implementation in games, the relative quality from one AA type to another should stay the same, no? If so we could put multiple forms of AA from the same game for comparison. A good candidate for this would be ArmA 3 which has a three different forms of PPAA (FXAA, SMAA and CMAA), which themselves have different quality settings.
  20. As far as I can tell everything related to AMD is correct. I think the Forcing Anti-Aliasing table should simply be merged with all the AA descriptions. It would put a bit more meat on their verbal bones, as well. I also think that using {{ii}} for everything makes the text a bit "heavy" to read. I think I'd like a traditional bulleted list more. The article could use more comparison pictures, too.
  21. Oh I forgot that tables are linked to glossary pages. I agree with your method, having instructions in glossary pages would be the most efficient. However I still don't think it would be right to simply set the field to true when it require a general fix because in that case it's not strictly true.
  22. It would need to be a symbol that tells the reader instinctively what to do, and in this case, they would need to click on the symbol for more info. So yes, I think a series of dots would work. But then dots don't really remind people of the idea of "generic". Maybe something like the recycling symbol (with the three arrows) would be more appropriate.
  23. Maybe we should add a tag named "Generic" (along with True, False, N/A, etc.) that links to relevant pages/page sections when clicked on?
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