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RaTcHeT302

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Posts posted by RaTcHeT302


  1. Capitalize all, no stylization, I would even remove the ":" (two dots) from any titles, that way most pages would open directly instead of using redirects, it would also look cleaner. The wiki search algorithm sucks, this isn't Google where you can drunkenly type whatever you want and still find your result, if I can streamline the search process I'm all up for it.

     

    I would also like to see tables and headers with proper capitalization ("and, of, the" etc, would not be capitalized in the tables).

    83PwGiw.png

     

     

    I wouldn't mind experimenting with this, but people on the wiki are kinda stubborn when it comes down to any changes. If it was up to me we could play around with it and see what works better.


  2. It's just extra clutter, and the wiki uses it's own ratings anyway. Fixes also often need to be cleaned up if we use anything from their pages, I feel like the video tables would look nicer without the question mark clutter when a new page is made, it can be a bit of a pain to fill up the tables seeing as not every game is present on WSGF making the ratings even more pointless.

     

    Knowing what rating a game has on WSGF won't really help me with a game issue. I bet that the average user doesn't really care, most people want to find a quick fix for whatever problem they might be having with a game.

     

    I don't see any downsides with removing this system from the wiki, pages would look cleaner, editors would have less work to do and users would also benefit seeing as there would be less information to sort through.

     

    kvSdged.png

    zO282WH.png


  3. Could be malware, cheap marketing or even propaganda by the united states, either way I wouldn't bother, people can just pirate the game or something, the developers aren't getting your money anyway.

     

    That page on the archive even leads to an ad link, the whole thing is just shady.  Just keep it off the page, there's no confirmation that this is real in any way


  4. Could add it to the infobox of most games on GOG if someone wants to update the template for it. I don't have access to that stuff so I can't really do it, should contact Garrett. Also wish the current icons were updated, they are really inconsistent.

     

    There's also the IRC if you want to nag someone to add it to the wiki.

    https://community.pcgamingwiki.com/page/irc


  5. Could the Closed Caption thing just be removed? It's barely used for anything and most text could just fit in the subtitles field. It's not like TV Closed Captions where they are automated, Half Life 2 calls them closed captions but they are still subtitles in the end, just with a bunch of extra stuff.

     

    I really don't see the point, it's confusing and it's just extra clutter. Could always use the note field for anything more specific.


  6. What do you need to enable on Tomb Raider? I can't picture what you are asking.

     

    Anyway it should be kept simple, Hackable for anything outside, Native for anything inside. Most editors are going to be confused if we add too many exceptions.

     

    If things get a bit too overly specific it might lead to more convoluted edits, along with edit wars as to why "this thing should be like this because I said so" which can go on forever.

     

    I have no idea what your actual problem is with Tomb Raider anyway.


  7. Is there a database with all these files? They could have an empty "LastOwner" value in them if needed. Could they be automatically generated on the fly if the user didn't know what needs to be setup? (Where the hell does the "be" go, I can never tell).

     

    This is what an AppManifest file looks like.

    "AppState"
    {
    	"appid"		"3720"
    	"Universe"		"1"
    	"name"		"Evil Genius"
    	"StateFlags"		"4"
    	"installdir"		"Evil Genius"
    	"LastUpdated"		"1474640799"
    	"UpdateResult"		"0"
    	"SizeOnDisk"		"1426713902"
    	"buildid"		"250756"
    	"LastOwner"		"0"
    	"BytesToDownload"		"0"
    	"BytesDownloaded"		"0"
    	"AutoUpdateBehavior"		"0"
    	"AllowOtherDownloadsWhileRunning"		"0"
    	"UserConfig"
    	{
    		"language"		"english"
    	}
    	"MountedDepots"
    	{
    		"3721"		"1394410883735965698"
    		"3722"		"3042191399206832395"
    	}
    }
    
    

  8. If the game itself doesn't list the controls in any way a dropdown table with every key could be made, screenshots could also be used and listed in galleries on the wiki, they shouldn't take too much space.

    http://pcgamingwiki.com/wiki/Transformers:_Devastation#Input_settings

     

    I don't know, I wouldn't mind seeing something like this on the wiki, I don't have any control over these decisions though. This wiki feature could always be enhanced in the future if the first implementation wasn't too great.


  9. The Video Settings table is for more generic video settings which all games should have, being able to change the resolution and field of view are essential things, anything else is too specific. There would also be too much clutter at this point and it would hurt readability, we should focus on using screenshots instead. Games like Serious Sam would have insanely long tables if we listed every single setting.


  10. Would have been nice to see a difference between all the settings. You ignored quite a lot.

     

    This report seemed rushed.

     

     

    Nope FXAA is in the game. He just forgot to mention (and compare) it for some reason

     

    I would've made the report myself but I had a terrible month, I had no sleep at all and I need like 40 - 60 hours to do a proper report, I still need to publish the Call of Duty Infinite Warfare report, it was completed but there's a bunch of missing stuff. I had such horrible sleep though...


  11. One method of preventing screen tearing is to run the game in a window on Windows 7 and later, where triple buffering is automagically applied to prevent screen tearing. I am using it lately instead of actual vsync and it works wonderful, especially when the mouse smoothness in the game depends on framerate. Even though I have a 60Hz monitor, this way I can run the game with higher framerate to have nice smooth mouse, and yet no screen tearing. I use it in combination with borderless gaming to play in "fullscreen".

     

    https://www.reddit.com/r/pcgaming/comments/3cpbqr/windows_10_forced_vsync/?st=ivz15ad6&sh=1fc47e51

     

    Yet, this isn't mentioned in the vsync article here. Is there a reason why not ? I think it is a nice workaround and maybe people are not aware of it.

     

    http://pcgamingwiki.com/wiki/Glossary:Vertical_sync_(Vsync)

    If you want to you could add a keypoint by yourself on any pages where it makes sense, there are no global texts though so this is going to be kinda tedious to edit unless you make a list of the pages you changed.

     

    You could edit the VSync page and add an {{ii}} at the top and write what you felt was important.

     

    Copy this and paste it at the top of the page.

    '''Key Points'''
    {{ii}} Your Text

    I mentioned something related to this screen tearing thing a while ago on this page.

     

    http://pcgamingwiki.com/wiki/Glossary:Borderless_fullscreen_windowed#Windows

    "Eliminates screen tearing on Windows due to V-Sync being applied over any windows by default."

    https://msdn.microsoft.com/en-us/library/b367a457.aspx

     

    It's too hidden, I also need to rewrite it, I don't really feel like editing things around at the moment though, most pages on the wiki look really bad and in most cases some of the more obscure pages aren't used that often, the current skin also isn't too great which is a little bit off putting in my mind, the wiki looks kinda ugly at the moment, there are a lot of issues I also have with the wiki, I don't have the will to mass edit things at the moment.


  12. PC Reports are a series of quick first impressions regarding the technical aspects of a PC game. For an up to date account of Battlefield 1 fixes and improvements, please visit its respective PCGamingWiki article.

     

    Developed by DICE and published by Electronic Arts. The game was released on October 21, 2016.

     

    The main focus of this report is to aid users in finding the most optimal and best looking graphical settings in order to solve and even prevent most framerate issues.

    System Requirements

    Minimum

    • CPU: Intel Core i5-6600K or AMD FX-6350
    • RAM: 8 GB
    • HDD: 50 GB
    • GPU: AMD Radeon HD 7850, NVIDIA GeForce GTX 660 (2 GB DirectX 11)
    • OS: Windows 7, 8, 8.1, 10 (64-Bit)

    Recommended

    • CPU: Intel Core i7-4790 or AMD FX-8350
    • RAM: 16 GB
    • HDD: 50 GB
    • GPU: GTX 1060, RX 480 (4 GB DirectX 11)
    • OS: Windows 7, 8, 8.1, 10 (64-Bit)

    Editor's System

    • CPU: Intel Core i5-6500 (Skylake)
    • RAM: 32 GB DDR4 2133MHz (Kingston HyperX Fury)
    • SSD: 500 GB (Samsung 850 EVO)
    • GPU: MSI R9 380 4 GB
    • OS: Windows 10 (Version 1607) (64-Bit)
    While the minimum system requirements may look pretty high an i5-6500 paired with a good graphics card and enough memory should be enough to run the game at very high framerates with really good graphical settings. Overall most settings will generally not change the look of the game by that much, most settings can easily be hand picked and optimized in order to get the highest possible framerate.

     

    Battlefield 1 can often use up to 3 GB and even up to 5 GB of RAM, systems with limited memory might perform poorly, heavy stuttering might also be present unless more memory is installed.

     

    Players are unable to access the main menu right away on launch, they'll be transported into the single player campaign instead, the options menu should eventually become accessible however.

     

    Video Settings

    Advanced Video Settings

     

    There aren't too many video options, the depth of field effect, which is heavily used on most menus cannot be disabled, it is often the cause of large performance issues, which could be a big problem on lower end systems, it also misleads players into thinking that their framerate might be worse when in reality their in-game framerate might be much better.

     

    Overall most settings don't change or improve much. There's no control over the tinting effects the game uses, the sun glare effects also cannot be disabled although these are minor things and aren't too important. There's a lack of a draw distance setting which would've greatly helped, by default the standard draw distance is extremely small, even when enhanched with other settings, the antialiasing modes often might fail to hide some of the problems the new rendering engine has, with lots of objects fading out of nowhere or too close to the player's view.

     

    This issue is prevalent on the Amiens map, where windows and even certain walls will often change out of nowhere as the player gets closer, however Mount Grappa and other similar maps handle this slightly better.

     

    On the other hand, there are a lot of options related to the gameplay such as plenty of mouse and keyboard options, extensive audio settings and ways to disable the heads up display and other similar things.

     

    After reaching the main menu, open the options menu by clicking on More located on the top right or on the gear icon located in the center left area under the Shortcuts title.

     

    Options Menu Locations

     

    Field of View

    Only values between Vertical 50° and Vertical 105° can be chosen which translate into Horizontal 64° and Horizontal 120°. The vertical values are also translated as horizontal values in the options menu.

     

    Click on the Image to Move the Slider

    Weapon Depth of Field Menu.png

     

    Aim Down Sights Field of View

    Written as ADS Field of View in the options menu. When enabled the game will replace the zoom in effect while aiming with the desired Field of View value.

    Otherwise when set to Off the weapon will zoom in as usual instead. This can be useful to see more things in a larger area and it shouldn't impact the performance.

     

    Click on the Image to Move the Slider

     

    Click on the Image to See the Animation

    Animated

     

    Motion Blur

    Optimal Setting: 0%

     

    Things will look smoother while moving the camera around but visibility may be slightly reduced, there's a huge performance drop for such a simple setting however and in most cases it's not worth using.

     

    1 Motion Blur 100.png

     

    The effect itself can be pretty subtle when set to values between 10% or 15%. Some artifacts might be present when using the highest value.

     

    2 Motion Blur 100.jpg

     

    To disable this setting find the options menu located in the top right corner labeled as More then under Options select Video and set Motion Blur to 0%.

     

    Weapon Depth of Field Menu.png

     

    This setting should be disabled in order to obtain higher framerates and to keep the image clear. Otherwise, this mostly comes down to user preference.

    Motion Blur

     

    Depth of Field and Weapon Depth of Field

    Optimal Setting: Weapon DOF to Off

     

    The depth of field effect can only be partially disabled. While the game is paused the overall framerate might be lower, this issue is only present on certain maps however. Close the pause menu before checking the framerate number. The framerate might also drop every time the pause menu is brought up, once the pause menu is closed it might take a few moments for the game to stabilize.

    Pause Menu Benchmark

     

    Weapons have their own depth of field setting, this effect is only applied while aiming and while in a vehicle.

     

    Click on the Image to Move the Slider

     

    Click on the Image to See the Animation

    Animated

     

    To disable this setting find the options menu located in the top right corner labeled as More then under Options select Video and set Weapon DOF to Off.

     

    Weapon Depth of Field Menu.png

     

    This setting should ideally be disabled seeing as it has a negligible visual impact.

    Weapon Depth Of Field

     

    DirectX 11 and DirectX 12

    Optimal Setting: DX12 Enabled to Off

     

    Use the DirectX 11 mode if possible, on a few specific maps the framerate might be lower while in the loadout area, however it should be fine while actually playing, overall this mode should be more stable and the game should run well either way.

     

    The DirectX 12 mode can achieve higher framerates but certain maps have some performance issues which can lead to random microstuttering, there's also a minor issue where the framerate might drop while spawning.

     

    DirectX Framerate

     

    While using both modes microstutter might be unavoidable on maps such as Amiens and Empire's Edge, while maps such as Mount Grappa perform as they should. On Empire's Edge the framerate might often drop while inside one of the main buildings, this same building is also present on Mount Grappa where there are no performance issues. Lowering the graphical settings on some of these maps might not solve the problem itself.

     

    Otherwise try setting the Lighting Quality to High or Low or try lowering the Mesh Quality and even most settings to Medium if needed while playing on Empire's Edge if the framerate drops and if the stuttering become unbearable. Amiens has a few specific spots where lowering the Mesh Quality might very slightly help, although the microstuttering shouldn't be as noticeable if the DirectX 11 mode is being used. Running around in circles while in the DirectX 12 mode in certain areas in the Amiens map might ruin the frametime and cause microstuttering.

    DirectX Frametime

     

    Resolution Scale

    Optimal Setting: 100%

    Better Graphics (High End Only): 125% up to 150%

    Jaggie Removal (High End Only): 175% up to 200%

     

    This setting controls how many times the resolution should be enhanced, higher values will also very slightly improve the draw distance, the texture filter will be slightly more effective which means that most textures might have a sharper look from far away, the antialiasing techniques are also slightly more effective. When the player is too close to a texture however this effect is lost and the texture will lose most of its sharpness.

     

    This setting should be kept at a value of 100% seeing as lower values will ruin the overall image and higher values might be too intensive for certain systems to handle. Lower end systems might need to lower this value in order to gain playable framerates, although there are better settings which can be changed first.

     

    Most differences can be pretty subtle when using higher values and they might be difficult to spot during usual gameplay. Notice the door, the extra detail around the door and the stone fence, along with the mountains and the trees in the distance.

     

     

    Click on the Image to Move the Slider - Look at a Fixed Point and Wiggle the Slider to Spot Differences More Easily

     

    Click on the Image to See the Animation (25% to 200%)

    Animated.gif

     

    When using the maximum value this setting can help alleviate the ring effect present on most textures, which is very often visible while strafing left and right or while moving towards or away near a wall.

    Notice the lamp post on the very far left, which has far less holes while using the highest possible value and how the texture on the wall changes.

     

    Click on the Image to See the Animation

    Animated.gif

     

    Often these changes can be less subtle, such as the tree on the far left, its branches are rendered slightly farther while also reducing the amount of jaggies visible to the player.

     

    Click on the Image to See the Animation

    Animated.gif

     

    Other subtle changes can be fairly minor but the improvements themselves can be pretty noticeable depending on the model, notice the cables and the crosshair on the gun itself along with the barbed wire on the bottom right.

     

    Click on the Image to See the Animation

    Animated.gif

     

    This setting doesn't always help with the draw distance issue however, objects which are just very slightly farther away from the player will be full of holes, even while using the best antialiasing mode. This setting cannot replace the antialiasing modes and instead it should complement them seeing as the resolution scale setting does a poor job at masking any jaggies on its own.

     

    Click on the Image to See the Animation

    Animated.gif

     

    This is a pretty unreliable method seeing as it often might fail to even work properly, while the railing here might look perfectly fine, it still often vanished and reappeared very slowly on screen even when it was not supposed to.

     

    Click on the Image to See the Animation

    Animated

     

    This setting should only be lowered as a last resort, any values below 100% will heavily ruin the overall image. Any real benefits will only be visible while using higher values.

    Resolution Scale

     

    Texture Quality

    Optimal Setting: Medium (Normal Trees) or High (Extra Eyecandy)

    Higher Framerate: Low

     

    This setting has a relatively minor visual impact, it doesn't affect most textures in any meaningful way. The only things which clearly change are the shadows on the player's weapon. When set to Low every texture will have a slightly lighter look to itself, when set to Medium most textures should have their normal look and when set to High or Ultra some textures may also have better reflections or a higher quality look to them.

     

     

    Click on the Image to Move the Slider

     

    Click on the Image to See the Animation

    Animated.gif

     

    Certain objects such as these trees may look lighter from far away. Set this value to at least Medium to stop the trees from looking like this.

     

    Click on the Image to Move the Slider

     

    Click on the Image to See the Animation

    Animated.gif

     

    There are a few extremely specific spots where setting this to High will help with the look of the game, otherwise it can even be left on Low and the game itself will not change much at all. There are no clear differences between High and Ultra, this setting could be left to at least Medium to solve the tree issue or High for the extra eyecandy and to save some extra memory.

     

     

    Click on the Image to Move the Slider

     

    Click on the Image to See the Animation

    Animated

     

    This setting does not solve the texture load in issue at higher settings which is visible while using binoculars or while shooting artillery rounds. This is a minor issue and it only happens for a few seconds.

     

    Click on the Image to See the Animation

    Textures Loading

     

    This setting has a minor visual impact while using any values and a minor performance impact overall. Most differences will be pretty difficult to notice from far away.

    Texture Quality

     

    Texture Filtering

    Optimal Setting: High

    Higher Framerate: Medium (Might Reduce Microstuttering)

    Better Graphics: Ultra

     

    Textures will look very washed out when this is set to Low and overall this setting has a major visual impact for a relatively minor performance cost. Most textures will have a ring effect around them which is mainly visible while strafing left and right or while moving towards or away near a wall. This setting often poorly filters most textures even while using the Ultra setting. See the doorway on the left side in order to find the differences.

     

    Click on the Image to Move the Slider - See the Doorway on the Left to Spot Differences

     

    Click on the Image to See the Animation

    Animated.gif

     

    This setting has a major visual impact and a minor performance impact. When set to at least Medium most differences might become fairly difficult to spot while playing.

    Texture Filtering

     

    Lighting Quality

    Optimal Setting: High

    Higher Framerate: Low (Framerate) or Medium (Eyecandy)

    Better Graphics: Ultra (Worse Performance on Maps with Performance Issues)

     

    This setting mainly controls what the shadows will look like and which shadows will be rendered. Extra eyecandy is enabled after using values such as Medium and higher.

     

    Click on the Image to Move the Slider

     

    There aren't too many differences between High and Ultra. The lights themselves are often unaffected.

     

    Click on the Image to Move the Slider

     

    Click on the Image to See the Animation

    Animated

     

    There are a few specific areas where the shadows might be completed disabled when this setting is set to Low which may grant extra visibility.

     

    Click on the Image to Move the Slider

     

    Click on the Image to See the Animation

    Animated

     

    Overall this setting should have a fairly minor performance impact with a minor to major visual impact depending on the map, certain maps often feature very simple blobby shadows, ideally this value should be left on High seeing as maps such as Empire's Edge have a few specific buildings where the performance might be lower otherwise.

     

    Texture Filtering

     

    Effects Quality

    Optimal Setting: Any (Probably Medium or High)

     

    There aren't any clear differences as to what this setting affects, it didn't seem to have much of an effect over anything, as with most settings Medium or High should probably be enough. Overall there wasn't really any impact over the framerate.

     

     

    Click on the Image to See the Animation

    Animated

     

    Post Process Quality

    Optimal Setting: Low (Framerate and No Flicker) or High (Minor Eyecandy and Flicker)

     

    This setting controls which objects should reflect into ponds and rivers and other similar water surfaces, certain surfaces are also enhanced. There isn't much of a point in using values other than Low and High for this setting. Overall this setting might feel a bit buggy because of some odd issues on certain maps. There isn't much of a difference between Low or Medium and High or Ultra. Notice the reflection near the shore and the improved reflections on the boat.

     

     

    Click on the Image to Move the Slider

     

    Click on the Image to See the Animation

    Animated.gif

     

    This setting isn't as noticeable as it may seem when it is disabled, there's also a rather jarring problem where reflections will update too often as the camera moves making them flicker, this happens on High and Ultra. Overall this setting is mostly useful for screenshots, otherwise most maps lack any large water surfaces or any large reflectable surfaces for this setting to be effective.

     

    The effect itself is only visible at certain angles, it may also hurt visibility during gameplay. There's also a minor ghosting effect present while laying into ponds and some other mud like surfaces. The flickering effect is also present on vehicles when using High or Ultra. Most vehicles will look slightly shinier, the effect is barely noticeable however and it's not worth using this setting in its current state.

     

     

    Click on the Image to Move the Slider

     

    Click on the Image to See the Animation

    Animated.gif

     

    Ideally this setting should be left to Low, seeing as overall it has a pretty minor visual impact and it also has a huge performance impact and it doesn't seem to be working properly otherwise.

    Post Process Quality

     

    Mesh Quality

    Optimal Setting: High (Framerate and Draw Distance and Reduced Microstuttering) or Ultra (Increase Draw Distance)

    Higher Framerate: Low or Medium

     

    This setting controls the draw distance of most objects and whenever they should cast more shadows, ideally it should be set to at least High or Ultra seeing as anything lower will cause models to appear out of nowhere too often and too close to the player, the increased distance itself is already pretty low and even on Ultra this issue appears too often, lowering other settings just to increase this one is worthwhile as it would make the game more enjoyable to play.

     

    Each value from this setting does very little to help, the differences are pretty extreme and it really shows how invasive this issue is when using the lowest values.

     

    Click on the Image to See the Animation

    Animated.gif

     

    When using a value higher than Low some extra shadows might be thrown in. In more blocked off spaces the differences won't be very noticeable. Notice the tree and how aggressive the level of detail is, with extra branches being visible on Ultra and other smaller details, along with another tree being rendered on the far left.

     

    Click on the Image to See the Animation

    Animated.gif

     

    Objects might constantly appear and disappear as the player gets closer to buildings and other facades. Some textures might also look worse and when this is set to Low models will have fewer polygons overall.

     

    Click on the Image to See the Animation

    Animated.gif

     

    On Ultra shadows will be cast farther away and other smaller objects will be rendered earlier, the increased radius is fairly small. Finer details such as branches, cables, pieces of metal will be visible from closer away.

     

    Click on the Image to See the Animation

    Animated.gif

     

    The effect of this setting is also visible in the loadout menu, with certain buildings outright disappearing and a lot of detail being lost.

     

    Click on the Image to See the Animation

    Animated

     

    This setting has a pretty minor performance impact considering its large visual impact over the game compared to other less important settings.

    Mesh Quality

     

    Terrain Quality

    Optimal Setting: Medium (Enable Parallax)

    Higher Framerate: Low (Disable Parallax and Gain Visibility)

     

    This setting controls the parallax effect for the terrain, which makes rocks pop out and other similar details. There isn't much of a difference between Medium, High and Ultra meaning that this setting can be left on Medium in order to enable the parallax effect. Depending on the area itself this may slightly hurt visibility for some extra eyecandy. Most surfaces will look flatter than usual however when setting this to Low.

     

     

    Click on the Image to See the Animation

    Animated.gif

     

    This effect is widely used throughout the whole game and depending on the area it can either have a major or minor visual impact.

     

     

    Click on the Image to See the Animation

    Animated.gif

     

    Certain areas in the game might not change as badly however, the effect might not be as noticeable while standing.

     

     

    Click on the Image to See the Animation

    Animated.gif

    Animated.gif

     

    Muddy surfaces will look flattened when this setting is set to Low and tire tracks and other details will be completely lost.

     

     

    Click on the Image to See the Animation

    Animated.gif

     

    On some maps the geometry might be slightly shifted around instead of adding more depth to the terrain.

     

    Click on the Image to See the Animation

    Animated.gif

     

    This setting mostly comes down to preference, if a higher framerate is needed set this to Low in order to obtain a more consistent and even possibly reduce or remove any stuttering issues or to at least Medium to enable the parallax effect itself. Overall there should be a pretty decent performance boost when this setting is disabled. Larger open areas might have lower framerates than smaller more enclosed ones with this setting.

     

    Different parts of the game are affected differently, the performance can vary.

    Mesh Quality

     

    Undergrowth Quality

    Optimal Setting: Ultra

    Higher Framerate: Low

     

    This setting mainly adds shadows to the grass and other small foliage. Higher values control the shadow draw distance.

     

    Click on the Image to See the Animation

    Animated.gif

     

    The effects of this setting can be seen on the squad screen, although the shadows might not be applied depending on the current weather.

     

    Loadout Undergrowth.png

     

    What this is set to mostly comes down to user preference, it has a pretty minor visual impact and it should be disabled if a higher framerate is needed.

    Undergrowth Quality

     

    Antialiasing Post

    Optimal Setting: TAA

    Higher Framerate: Off (Trees With Holes) or FXAA High (Normal Trees)

     

    This setting has a huge visual impact over the game, ideally TAA should always be used because of the extremely poor draw distance. When this setting is set to Off trees will have holes and white dots all over them, even on lower end systems the most basic levels of FXAA would really help with this problem. Even then the antialiasing techniques do a fairly poor job at masking most jaggies, with cables, trees and other similar thin objects looking really odd from very close distances. Notice the lamp posts on the left and how some of them have entire pieces of their own models removed because of the different antialiasing modes.

     

     

    Click on the Image to See the Animation

    Animated

     

    This setting mostly comes down to user preference, although for a better experience FXAA or TAA should be used. Lower end systems might not be able to handle either modes however and should disable this setting in order to gain higher framerates.

    Antialiasing

     

    Ambient Occlusion

    Optimal Setting: HBAO

    Higher Framerate: Off

     

    This setting mostly comes down to user preference, models will have extra shadows which add more depth, some vehicles may look floaty without this setting and certain areas or textures might look washed out, the visual impact can range from minor to major depending on the map or area, interior buildings will also benefit the most.

     

     

    Click on the Image to See the Animation

    Animated

     

    Some levels might not end up looking too different overall, however things might tend to look a bit floatier.

     

    Click on the Image to See the Animation

    Animated

     

    Certain levels and most vehicles will benefit from this setting, rocks and other similar objects will look better.

     

    Click on the Image to See the Animation

    Animated

    Animated

     

    This setting might have a major performance impact on slower systems unless other settings are lowered, faster systems shouldn't struggle too much however.

    Ambient Occlusion

     

    Optimal Settings

    These are the optimal settings used for this system, among the most performance intensive settings are Resolution Scale which should be set to at least 100% and Post Process Quality which should be set to Low.

     

    Setting the Terrain Quality to Low and the Ambient Occlusion to Off might also improve the framerate and get rid of some of the microstuttering issues.

    The Motion Blur and Weapon DOF settings should also be disabled in order to instantly gain a few extra frames.

     

    Optimal Video Settings

    Optimal Advanced Video Settings

     

    An alternative set of settings can also be used, anything below will very slightly change the look of the game. The Texture Filtering setting or the Mesh Quality and the Antialiasing should be given priority if possible.

     

    Optimal Settings Advanced Alternative

     

    Lowering the Mesh Quality setting and disabling the Ambient Occlusion might help in areas where the framerate might often randomly drop. Overall the game should still look mostly the same.

     

    More Alternative Optimal Settings

     

    Gameplay was overall really smooth even with the occasionally frametime delay now and then.

    The general performance is highly dependent on which map is currently being played on, certain maps, even though they shouldn't, might do worse than others. Lowering most graphical settings might not help with this issue.

    Monte Grappa Benchmark

    Amiens Benchmark

    Empire

     

    Gameplay Settings

    There are plenty of extra options, if anything there are more gameplay options than video options. There's plenty of freedom as far as to how and which keys should be assigned, the same keys can even be assigned to the same actions if needed.

    Extra mouse buttons can also be easily assigned on their own separate slots.

     

    Key Bindings

     

    There are racing games who wish they had this much control over their input methods.

     

    Controls Advanced 1

    Controls Advanced 2

     

    For smoother aiming Raw Input should be enabled, which should ideally eliminate any mouse acceleration and provide improved mouse aiming in most cases.

     

    Controls Basic

     

    Custom controls schemes can also be set for the controller, the settings are not limited to the presets.

    Click on the arrows until Custom appears, then select Back and open Key Bindings, then navigate to the desired category and set the desired controller buttons under Stick.

     

    Controls Contoller Control Scheme

     

    The heads up display should be fairly customizable.

     

    Gameplay 1

    Gameplay 2

     

    Most notifications and other tutorial annoyances can be disabled.

     

    Gameplay Advanced

     

    Audio Settings

     

    There are a fair amount of audio settings and there's also an audio setting for the language, however currently the display language cannot be changed which is strange considering how many options there are.

     

    Some players might be stuck with the first language they picked when they first installed the game, contacting the EA support might be the only solution in this case and its worth trying.

     

    Italian

     

     

    Thank you for reading. If you enjoyed this article, please consider donating to PCGamingWiki's Patreon campaign.

     

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  13. Could we assign one element to hold a value, then call that element on wiki pages so that it loads, whatever the element was assigned to?

     

    Variable 1 = %USERPROFILE%/Documents/Crap

     

    1. Go to (Variable 1) (show %USERPROFILE%/Documents/Crap)

    2. Open (Variable 1) (show %USERPROFILE%/Documents/Crap)

     

    Whenever you type Variable 1, it shows what we saved in it.


  14. PC Reports are a series of quick first impressions regarding the technical aspects of a PC game. For an up to date account of Mafia III fixes and improvements, please visit its respective PCGamingWiki article.

     

    Developed by Hangar 13 along with 2K Czech and published by 2K Games. The game was released on October 7, 2016 for Windows only.

     

    The main focus of this report is to aid users in finding the most optimal and best looking graphical settings in order to solve and even prevent most framerate issues.

    System Requirements

    Minimum

    • CPU: Intel Core i5-2500 or AMD FX-8120
    • RAM: 6 GB
    • HDD: 50 GB
    • GPU: AMD Radeon HD 7870, NVIDIA GeForce GTX 660 (2 GB)
    • OS: Windows 7, 8.1, 10 (64-Bit)

    Recommended

    • CPU: Intel Core i7-3770 or AMD FX-8350
    • RAM: 8 GB
    • HDD: 50 GB
    • GPU: GTX 780, GTX 1060, R9 290X (4 GB)
    • OS: Windows 7, 8.1, 10 (64-Bit)

    Editor's System

    • CPU: Intel Core i5-6500 (Skylake)
    • RAM: 32 GB DDR4 2133MHz (Kingston HyperX Fury)
    • SSD: 500 GB (Samsung 850 EVO)
    • GPU: MSI R9 380 4 GB
    • OS: Windows 10 (Version 1607) (64-Bit)
    While the system requirements may not look like much, expect extremely low framerates for any systems meeting the minimum requirements. Many systems will need to launch the game at a fairly low resolution in order to achieve a stable framerate. Faster higher end systems are required in order to run the game at a smooth framerate.

     

    Players are unable to access the main menu right away once the game starts. On the very first launch they'll have to sit through a small cutscene before they can change their settings, however the cutscenes themselves can be skipped. Any settings modified in the launcher will be ignored, all graphical settings need to be setup again while playing.

     

    If by default the game is running at 30 FPS then launch the game, open the main menu and navigate to the Options menu, then click on the third icon called Display, then under FPS select 60 or Unlimited.

     

    If the game looks blurry after changing the resolution, set Fullscreen to Off and then to On.

     

    Photoshopped Video Settings

     

    There are quite a few missing options, such as a texture quality setting seeing as very often most textures might have a blurry look to them. The game has two settings called Geometry Detail and Shadow Quality which are supposed to help with the low entity draw distance, however pop in will be frequent even when these two settings are maxed out seeing as lights and over objects will often appear out of nowhere while quickly moving the camera around. Certain settings such as the Ambient Occlusion, Depth of Field, Chromatic Aberration and the Antialiasing cannot be disabled.

     

    Certain values lack Off settings and can only be set to Low.

     

    Depth of Field

    This effect cannot be disabled even when set to Off.

     

     

    Ambient Occlusion (SSAO)

    This setting cannot be disabled and most changes are barely noticeable, there is not much point in using any higher values.

     

     

    Certain objects and most characters will subtly be darkened, notice the door and the walls around it. This can be difficult to spot while playing.

     

    Click on the image to see an animated comparison. This image is best viewed in a fullscreen tab.

    Animated Ambient Occlusion Door

     

    This setting should be left on Low. Even though the performance hit looks minor cars and other actors might induce extra stuttering.

     

    Ambient Occlusion Benchmark

     

    Motion Blur

    This effect is mainly applied while moving the camera, the effect itself is highly exagerated. There shouldn't be a performance hit but this setting might induce some slight stuttering, disable it if desired.

     

    Motion Blur.png

     

    Geometry Detail

    This setting mainly controls the draw distance of ground decals, lights, objects and their shadows along with their level of detail. There is frequent pop in even while using the highest setting seeing as the overall extra range is pretty small. Notice the additional manholes and the shadows while using a higher setting. At lower values trees and other foliage will have a blockier look from far away, their shadows will also be loaded only while getting closer.

     

     

    This setting also sets when an object should begin casting its shadows depending on how close the player is. The setting itself can also affect other smaller objects. When farther away parts of certain models will also be partially hidden.

     

     

    Even while using the highest values lights will often pop in and suddenly appear out of nowhere. This side effect is mostly noticeable while quickly moving the camera around.

     

     

    When the higher values are used smaller buildings will begin loading their interiors, along with their objects and textures, any building decals and any lights will also be loaded from farther away.

     

     

     

    Click on the images to see the animated comparisons. They are best viewed in a fullscreen tab.

    Animated Geometry Detail Comparison

     

    Even while using the highest value not every object will be fully rendered while seen by the player.

     

    Animated Geometry Detail Interior Bank Comparison

    Geometry Detail Shop

    Geometry Detail Gas Station

     

    Because of the tiny distance smaller items such as these water coolers will have missing water tanks while far away. The interior draw distance can often be a little bit extreme, with objects appearing out of nowhere as the players gets closer.

     

    22 Geometry Detail High Far

     

    This setting doesn't affect a car's rear view mirror, notice the car's lights being partially hollow.

     

    27 Antialiasing Rear View Window High

     

    There shouldn't be a performance impact while using this setting and it can easily be left on High. However higher values may introduce stuttering on slower systems.

     

    Geometry Detail Benchmark

     

    Shadow Quality

    This setting doesn't affect the shadows themselves, it mainly sets how close a player should get before certain shadows can appear and it also partially controls their draw distance, although the differences between the three settings are pretty insignificant seeing as the extra range is pretty small and pop in will still be frequent. This setting works best along with the Geometry Quality setting.

     

    Higher values don't get rid of the shadow banding effect or of the shadow flickering effect which is sometimes present on flat surfaces or over certain vehicles.

     

     

    Interior areas are barely affected by this setting, ambient occlusion was mainly used for most shadows.

     

     

    This setting can be pretty picky when it comes down to which objects should have their shadows rendered from far away, notice how the water cooler is the only object being affected by this setting.

     

     

    Shadows are often inconsistent, with only certain characters having them, notice the two guards on the right. This setting doesn't help with this problem in any way.

     

    Inconsistent Shadows.png

     

    Certain shadows are often distorted when displayed over odd surfaces.

     

    Shadow Distortion.png

     

    There isn't much of a visual improvement, however this setting shouldn't affect the overall performance and it can easily be left on High.

     

    Shadow Quality Benchmark

     

    Reflection Quality

    This setting mainly controls how windows, water surfaces and how certain reflections will look like when cast over other objects. There is a minor visual impact and even on the highest setting certain objects are not affected, car mirrors have a fairly low quality look to them. Reflections will appear as blurrier at lower settings and crisper at higher values. There are minor differences between the Medium and High values.

     

     

    When set to a value of Low certain textures, such as the bank's ground floor will appear as blurrier.

     

     

    Most differences are very difficult to spot during usual gameplay, most changes will only be clearly visible over the water surfaces. Vehicle reflections are not effected by this setting.

     

     

    When set to Medium or High this setting can have a pretty large performance impact over the game, while barely improving the look of most scenes.

     

     

    Click on the images to see the animated comparisons. They are best viewed in a fullscreen tab.

    Animated Reflection Quality Interior Bank Comparison

    Bridge Reflection Quality Animated

    Reflection Quality River

    Animated Shoes

     

    Set it to Low to ensure a higher framerate. Set it to Medium for the best balance between quality and performance.

    Reflection Quality Benchmark.jpg

     

    Volumetric Effects

    This setting didn't have any visible visual impact, however it can drastically affect the overall performance. It should always be set to Low in order to maintain a more stable framerate.

     

    Volumetric Effects Benchmark.jpg

     

    Antialiasing

    The antialiasing technique present in the game is very weak. It does a very poor job at masking most jaggies.

     

     

    Click on the images to see the animated comparisons. They are best viewed in a fullscreen tab.

    Animated Antialiasing Comparison

     

    This setting will also affect any objects present in the rear view mirror.

     

    Antialiasing Rear View Mirror

     

    Most systems should be able to handle this setting, however the overall visual impact should be minor, if needed set this setting to Low. When set to High everything might look a little bit too blurry.

    Antialiasing Benchmark

     

    Performance Analysis

    These are the optimal settings used for this system for usual gameplay. These settings are balanced in order to provide the best performance and visual quality possible. Among the most performance intensive choices are the Volumetric Effects and the Reflection Quality setting. Lower any of these options in order to gain a significant performance boost if the game is running poorly.

     

    For the best experience set FPS to a value of 60 on normal screens or to Unlimited while playing on a high refresh rate screen.

     

    Photoshopped Optimal Settings

     

    The overall framerate was extremelly unstable and mostly poor while playing, the system doesn't manage to keep up with the game while driving around. The frametime delivery was never consistent, microstuttering being present almost everywhere. While lowering the more intensive graphical settings helped overall the game never managed to perform too well.

     

    Driving Frametime Benchmark 60 FPS 1280x720

    Driving Frametime Benchmark 60 FPS 2048x1152

     

    Audio

    Some fairly standard audio settings.

     

    Audio Settings

     

    Controls

    Most keys can be remapped, the game offers some pretty standard settings. The game features an auto centering camera while driving which cannot be disabled.

     

    Keyboard Bindings

     

    Conclusion

    Overall most settings shouldn't change the look of the game itself, if a higher framerate is needed lowering the Volumetric Effects and the Reflection Quality settings might help the most, however the system might fail to keep up with the game, currently far more higher end systems are needed in order to run the game at 60 FPS. Stable framerates might not be obtainable by simply lowering most settings, higher end hardware might be needed instead.

     

    Lower end systems will barely manage to run the game at a playable framerate, systems around the minimum requirements will not be able to run the game at high framerates. Higher end systems meeting the system requirements might also struggle.

     

     

    Thank you for reading. If you enjoyed this article, please consider donating to PCGamingWiki's Patreon campaign.

     

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  15. I don't know, this is probably too much work and this wiki wasn't designed with this in mind, the StrategyWiki would probably work better.

     

    In certain cases it would be nice to have though. I really have no idea, like I wouldn't mind having save games on the wiki.

     

    Maybe you could put 100% save games under the Other informations header for a while? I really don't know.


  16. Wouldn't it be easier to have separate pages for every game? Even if both games barely differ? Merging two games into one page makes the whole page harder to read. To me the solution seems kinda obvious but I don't really know. I think notes are a bad way to get most differences across.


  17. It's said here that "freezing" with heavy mêlée weapons is intentional: https://www.reddit.com/r/pcgaming/comments/52s27l/capcom_acknowledges_that_dead_rising_pc_version/d7n4h8t

     

    I didn't know that missing key prompt when being grabbed is a bug, however hitting left and right keys seems to work. I have no experience with the original version.

    I would understand if only your character and the zombie you attacked froze, but not the whole game, as in the whole screen and everything on it just stops, this really is a terrible desing choice and they should fix it anyway. It really only makes the combat feel really cluncky.

     

    Or at least have an option to turn that off if it really is on purpose. It misleads other people into thinking that the game is running poorly.

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