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  1. PC Report: XCOM 2 - Optimized Video Settings for Quality and Performance

    System Requirements


    • CPU: Intel Core 2 Duo E4700 @ 2.6 GHz or AMD Phenom 9950 Quad Core @ 2.6 GHz
    • RAM: 4 GB
    • HDD: 45 GB
    • GPU: ATI Radeon HD 5770, NVIDIA GeForce GTX 460 (1GB, DirectX 11)
    • OS: Windows 7 (x64)


    • CPU: Quad Core CPU @ 3 GHz
    • RAM: 8 GB
    • GPU: ATI Radeon HD 7970, NVIDIA GeForce GTX 770 (2GB, DirectX 11)
    While the hardware requirements for this game might not look like much, computers around or below the minimum system requirements are going to have a difficult time playing this game at a comfortable framerate.

    Testing was performed on a system with an Intel Core 2 Quad Q9400 CPU with 4 GBs of RAM and an Asus GeForce GTX 650 Ti, running at a resolution of 2048x1152.

    XCOM 2 Video 1

    XCOM 2 Video 2


    On lower end systems even the FXAA setting can largely affect the overall performance. This setting alone does a pretty poor job at masking most jagged lines. While the MSAA itself might behave better visually there's very little point in using it, considering how harsh the performance impact can be, newer systems will most likely struggle to play at a comfortable framerate with it at any settings. Antialiasing is one of the main reasons as to why the game might run poorly. If the game is in dire need of more frames disable this feature, even if it's set to the FXAA mode.

    Antialiasing Benchmark

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

    Animated FXAA Antialiasing

    Ambient Occlusion

    This setting adds soft shadows to any objects when applied, without it an entity might look like it's floating. It is often used to give a scene or entity a better sense of depth and to evenly light most objects, as they would otherwise look too bright.

    Ambient Occlusion SSAO

    The first setting applies a lighter ambient occlusion effect over any ground tiles or buildings located near the fog of war. It does not affect areas currently in view by the player

    The second setting also applies to objects such as rocks, trees and buildings. Most differences are very difficult to spot during gameplay, daylight areas will however look slightly better because of the darker lighting.

    Objects with edges over the fog of war will smoothly blend in with the smoke screen, the transparency values are automatically adjusted and improved by the SSAO setting.

    Click on the image to see an animated comparison with all the pictures.

    Ambient Occlusion Animated

    This setting applies differently to every environment, not all entities will behave the same way, the performance impact is also dependant on the level itself.

    Characters are also affected by this setting, along with any objects they might be carrying, which will also in turn begin casting their own softwer shadows. These smaller changes are mainly noticeable during combat.

    The ambient occlusion setting can have a severe effect on the in-game performance. Even on its own it can still be pretty intensive, disable it if in need of more frames.

    Ambient Occlusion Benchmark


    Decals are used to add more detail to an area, static ground decals will be disabled on the lowest setting, other dynamic decals such as bullet holes will also dissapear.

    Decals Performance Benchmark


    There are no visible differences between the two lowest settings, if there even are any in the first place. This setting does not affect the shadows themselves in any way, no setting exists in order to completely disable the shadows either.

    On the highest setting characters will begin casting their own shadows, the shadow quality setting can also very slightly influence how they'll look like. To clearly spot the differences, look at the characters on the right side. They will begin casting a silhouette like shadow on the ground.

    Click on the image to see an animated comparison with all the pictures.

    Shadows Animated

    If the game is running poorly this setting is best left on Directional Only due to how taxing it can be.
    Shadows Benchmark

    Shadow Quality

    This setting mainly controls how the shadows will look like. On the lowest settings they will have a softer look, while at higher values the game will begin using hard shadows instead, these shadows can never be completely disabled.

    What this is set to mainly comes down to user preference. There isn't an in between setting which combines both types of shadows. The differences between the two highest settings are most likely only visible at very specific angles.

    Click on the image to see an animated comparison with all the pictures.

    Animated Shadow Quality

    This setting did not affect the game's performance in any way, but if the game does slightly stutter when using the Maximum value, try lowering the Shadow Quality setting to either Medium or High.

    Shadow Quality Benchmark

    Texture Detail

    Another pretty self explanatory setting, notice the car on the far left and the walkway on the bottom right corner to spot some of the more major differences.

    Click on the image to see an animated comparison with all the pictures.

    Animated Texture Detail 1

    Even the bullet casings are affected by this setting due to them being actual in-game models.

    Models with an emmisive material will also shine brighter at higher settings.

    Click on the image to see an animated comparison with all the pictures.

    Animated Texture Detail 2

    This setting can easily be left on High if the game is stuttering or if that one extra frame is really needed.

    Texture Detail Benchmark

    Depth of Field

    This effect is very difficult to spot unless the camera itself is placed at a more specific angle. It is far noticeable on the main menu, but otherwise it does not show up too often during normal gameplay.

    Main Menu Depth of Field Bokeh.png

    Both the simple and bokeh depth of field effects look pretty similar. This effect is mainly active while a character is taking aim or while shooting during the combat phases.

    Depth Of Field Bokeh

    This effect can still affect the overall in-game performance even while it's inactive, there's very little point in keeping it enabled on lower end systems if the game is doing poorly.

    Depth Of Field Benchmark

    Draw Distance

    This setting mainly controls the density of ground details and whenever some of the farther buildings will appear.

    3 Depth Of Field Bokeh Draw Distance High Main Menu

    The effect of this setting is clearly visible during combat and while sitting on the main menu, highly noticeable on the level with the two radar dishes, it is also complemented by the depth of field setting.

    Woosh Its Cool Man

    At higher values rocks and other ground decals will be displayed throughout the level, along with even more foliage. This setting can have a very large impact on the look of the game.

    The differences between Medium and High are not as harsh however. The differences between these two settings can only be seen at really weird angles.

    Click on the image to see an animated comparison with all the pictures.

    Animated Draw Distance

    This setting can be optimally left on Medium in order to gain some performance. On lower end systems it should be set to Low if the game is running poorly. The game might behave differently depending on which area is currently being played on. The performance in a desert might be worse due to the extra ground details.

    Draw Distance Benchmark

    High Res Translucency

    There were no clear visible changes, but there is no performance impact so it can be left on.

    High Res Translucency Benchmark


    This setting adds a glow like effect to any active light sources or to any emmisive materials. If no antialiasing modes are turned on this effect will not always be visible.

    This effect will only be partially enabled if the FXAA mode is disabled.

    The bloom setting should not impact the framerate in any way, it's a very lightweight effect.

    Bloom Performance Benchmark

    Dirty Lens

    A very subtle effect which mimics a lens flare like light.

    34 Dirty Lens Example

    Textures with any emissive materials are affected by this setting.

    Most if not all light sources should be able to generate their our lens flare like look.

    This setting should have next to no real performance impact.

    Dirty Lens Benchmark

    Subsurface Scattering

    A lighting effect mainly applied on skin like materials when a light is directly cast upon them. It attempts to mimick light passing through skin.

    He Looks Pretty Cool

    This effect is barely noticeable during normal gameplay, but it's a small gimmicky effect which makes things look a tiny bit nicer.

    Click on the image to see an animated comparison with all the pictures.

    Subsurface Scattering Animated

    Subsurface Scattering Benchmark

    Screen Space Reflections

    The name of the setting itself is slightly misleading, seeing as it also adds a darker shadowy outline to most objects and characters, while partially affecting the environment itself. Notice the outline on the sniper rifle.

    Click on the image to see an animated comparison with all the pictures.

    Screen Space Reflections Animated 1

    The reflections themselves are actually really difficult to notice and they only appear under very specific circumstances.

    Click on the image to see an animated comparison with all the pictures.

    Screen Space Reflections Animated 2

    When the effect is seen in action it actually looks really subtle, it's barely noticeable and it's very easy to miss. Desks and other decorative entities only very slightly benefit from the effect.

    Click on the image to see an animated comparison with all the pictures.

    Animated Screen Space Reflections 3

    It takes a very specific angle for the effect to be visibly more obvious, but even then it's extremely subtle and most players will never notice if they are quickly moving the camera around.

    Click on the image to see an animated comparison with all the pictures.

    Animated Screen Space Reflections 4

    As far as actual reflections go, only objects such as these billboards actually seem to have proper reflections. The bullet shells also have a shadowy outline attached to them.

    Click on the image to see an animated comparison with all the pictures.

    Animated Screen Space Reflections 5

    Even when applied to a scene which should have plenty of reflective objects, the effect of the setting over the environment is incredibly minor. No real settings exist to actually disable or enable any other reflections.

    Click on the image to see an animated comparison with all the pictures.

    Animated Screen Space Reflections 6

    This setting should be disabled if a better framerate is needed, even when turned on it doesn't do much in order to actually change the look of the game. This should only be enable for the extra eye candy.

    Screen Space Reflections Benchmark

    Performance analysis

    These are the settings which have been used to setup these benchmarks in the report. Among the most performance intensive settings are Antialiasing (FXAA), Ambient Occlusion, Shadows, Depth of Field, Draw Distance and Screen Space Reflections, disable or lower any of these settings in order to get a significant performance gain if the game is behaving extremely poorly.

    Optimized Settings For This System

    Oddly enough the level which perfomed the worst overall has been the base of operations itself, otherwise even at 30 FPS the game did behave pretty decently, while the framerate might not have been optimal there were no major input lag issues and the game was still playable, anything below 30 FPS was otherwise pretty rough to play with, during usual gameplay however even the camera distance itself affected the framerate, while this might not be a great solution, if the game is performing too badly try zooming in a little bit in order to gain a few extra frames in order to make the game slightly more bearable to play with.

    Certain settings have a placebo like effect, mainly the Texture Detail and the Shadow Quality settings, it doesn't really matter what these two are set to, they won't improve or ruin the framerate in any way. In the worst case the Texture Detail setting has to be set to High, but even then there's such a minor loss in performance, to the point where it actually doesn't really matter too much, unless the average framerate is really low.

    Level Benchmark

    After reading the report most changes should now be pretty obvious.


    All keys can be remapped on both the mouse and keyboard, buttons such as Mouse 4 and Mouse 5 will also work for example. There's also a feature which is never explained anywhere throughout the game, hold the Ctrl key, then push the movement button in order to create a waypoint for your soldier to go at.

    XCOM 2 Input


    There's nothing really special to talk about here, however there's a very strange issue where no sounds can be completely muted, even when the slider is fully to the left. In order to trigger this, set the master volume to the maximum value, then completely disable the in-game music, then raise the volume of your computer, the background music should still be playing.

    XCOM 2 Audio


    This game is far more graphically intensive than its predecessor, and as such it might have difficulties properly scaling over different hardware configurations. Lower end systems will end up having some pretty large performance issues but this is most likely not be the game's fault, and it's most likely a hardware issue. After testing every setting maximizing them to their highest values is not very optimal, due to some of them not changing much in the end. Most settings are also incredibly subtle and any differences are very difficult to spot while playing, but otherwise the expensive settings should be turned off if the game is behaving poorly.

    As far as the actual performance goes getting an idea as to how the game is truly supposed to run on this system proves a bit more difficult, due to the way strategy games are generally setup, and simply because the system itself is not strong enough, there's no easy way to properly judge as to why the game is running the way it currently is.

    Otherwise higher end systems should be able to comfortably run the game at higher framerates, as long as the more intensive settings which have been listed throughout the report are lowered or turned off completely.

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

    • Feb 09 2016 07:25 AM
    • by RaTcHeT302
  2. PC Report: XCOM: Enemy Unknown on Linux

    System requirements

    Minimum - Linux

    • CPU: 2 GHz
    • RAM: 4 GB
    • HDD: 16 GB
    • GPU: Nvidia 600 series, AMD 6000 series, Intel Iris Pro, with 512 MB of VRAM
    • OS: Ubuntu 14.04 64-bit

    Minimum - Windows

    • CPU: 2 GHz Dual core
    • RAM: 2 GB
    • HDD: 20 GB
    • GPU: NVIDIA GeForce 8600 GT, ATI Radeon HD 2600 XT
    • OS: Windows Vista
    The current system requirements on Linux are a few notches higher than the Windows and OS X versions. The reasoning for listing them so high might be quite similar to Aspyr's for Civilization V - they just didn't have the time to test it on different configurations.

    The following report is based on the performance of the game on a machine with an Intel Xeon E3-1241v3, 8 GB of RAM, nVidia GTX 770 with 2 GB of VRAM and a Kingston HyperX 3K 480GB SSD. The game was running on Windows 7 64-bit and Ubuntu 14.04 64-bit.

    Graphical comparison

    The Linux version happily and fully matches the Windows version in the graphical area. All features available on Windows are also available on Linux, leading to a high quality experience for all players - precisely what should always be expected!

    As we can see on the screenshots, there are no differences when the game is running at high settings. If you'd like to inspect the screenshots more closely, all images from this article are available here.


    While the game may not be very demanding by appearance, verifying it performs just as well is always important. While at a quick glance, I assumed the game was running just as well on Linux, doing some benchmarks revealed slightly poorer performance compared to the original. These results are based on same 60 second mission segments being run on each system at the same settings.

    Chart v2

    As can be seen, there's a significant degradation in performance on the Linux version. While the game is able to smoothly hit 60 frames per second most of the time, playing on a monitor with a higher refresh rate would not be optimal.

    When doing a more in detail analysis of the frame time for each frame, I ran into a worrying result - almost 15% of all frames took longer than 16.7ms to render on Linux, explaining many noticeable hangs during play. By comparison, less than 0.1% of frames was above 16.7ms on Windows.


    On the compatibility front, the game happily matches the Windows version. With multiplayer being compatible between any systems, saves fully working, together with Steam cloud synchronizing them across all your machines, there's little to be dissatisfied with.

    Unfortunately, as the game features no official modding support, the modding scene on Linux looks very similar to OS X - that is to say, there isn't one. If you enjoy mods like Long War (which, keep in mind, requires significant changes on Windows to make work), then you're out of luck. This is not to say that modding isn't possible on Linux or OS X at all, but so far, there have been no significant attempts at remaking these mods for the other systems.


    The game works fully with a controller from start to finish (this includes the launcher) on SteamOS, as well when just using Steam in Big Picture mode. If desired, you never have to touch a mouse - although the game did not select the controller input mode when launching using one, requiring you to make use of a mouse for a moment longer. For the few who do have a Steam Controller - unfortunately native support for it does not appear to be included just yet.


    While one can still run into some minor bugs in places, most of these are unrelated to the port and present on all platforms the game was released on. The game satisfies expectations by being fully compatible with other versions and supporting the full graphical capabilities of the original release. The rather decreased performance is a major worry, as presumably the gap can manifest itself even further on weaker systems. Thankfully, an update that may address these issues to a degree is already being worked on.

    We do not know what ports Feral Interactive is working on now, but we're all looking forward to what else will they bring to the system.

    PC Reports are a series of quick first impressions regarding the technical aspects of a PC game. This report was written by PCGamingWiki contributor Soeb. For an up to date account of XCOM: Enemy Unknown fixes and improvements, please visit its respective PCGamingWiki article.

    • Sep 26 2014 09:10 PM
    • by Soeb