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PC Reports are a series of quick first impressions regarding the technical aspects of a PC game. This report was written by PCGamingWiki contributor LDK. For an up to date account of Killing Floor 2 fixes and improvements, please visit its respective PCGamingWiki article.

 

Killing Floor 2 is a continuation of a very popular coop zombie shooter from Tripwire Interactive. The game is just entering Early Access and we are going to take a look at its performance and overall technical quality.

System Requirements

Minimum

  • CPU: Core 2 Duo E8200 2.66GHz or Phenom II X2 545
  • RAM: 3 GB RAM
  • HDD: 10 GB
  • GPU: GeForce GTS 250 or Radeon HD 4830
  • OS: Win7 64-bit, Win8/8.1 64-bit

Recommended

  • CPU: Core 2 Quad Q9550 2.83GHz or Phenom II X4 955
  • RAM: 4 GB RAM
  • GPU: GeForce GTX 560 or Radeon HD 6950
System requirements seems to be very reasonable, minimum required CPU is a just dual core and a rather old one. Similar story with required GPU, which is very old mainstream. Recommended specs are little bit more demanding, as a quad core and a newer GPU is needed, but again nothing anywhere close to the current high-end hardware.

 

All the tests have been done on system with Core i7-2700k clocked to 4.5GHz, 32 GB RAM and HD 6870 with 1GB of VRAM, Killing Floor 2 version was 1003, Catalyst version 15.3 Beta. Testing was done in a 1650x1050 resolution, the game doesn't offer benchmark tool, so test run was me playing the first round in a solo mode on the Burning Paris map and killing all zombies which took about one minute. Each effect was tested three times and results were averaged to eliminate inconsistencies between each run.

 

Graphics settings

graphics

Graphics settings menu offers wide variety of effects and setting to tweak. Some of the effects require restarting the game, so set them before you enter an online match. These effects are: Environment Detail, FX, Realtime Reflections and Shadow Quality. Other effects can be adjusted on the fly with immediate effect, but I've restarted the game after each change for benchmarks just to be sure.

 

Killing Floor 2 supports any resolution, some more exotic ones can be accessed by switching Aspect Ratio to Any. The game supports Borderless, Windowed and Fullscreen modes, and Variable Framerate can be turned on for high refresh rate displays. I've encountered slight problem when lowering resolutions, but restarting game fixed it.

 

Field of View

Field of View slider is hidden under Game Settings options menu. It doesn't say exact degree of field of view, there is percentage adjustment instead with 100% - 125% range. Killing Floor 2 apparently uses vertical implementation of field of view. This implementation works much better on a variety of aspect ratios, ultra wide monitors and AMD Eyefinity or Nvidia Surround setups. Bellow you can see two comparisons, upper one is the game's field of view on ordinary 16:10 aspect ratio screen, lower one is field of view behavior on ultra wide screen. Even when slider is set to 125% on both cases, ultra wide screen properly offers more visibility. Surprisingly there was no measurable impact on framerate. Full resolution screenshots: 16:10@100%, 16:10@125%, 21:9@100%, 21:9@125%.

 

 

Overall performance and image quality

Killing Floor 2 offers four image quality presets - Low, Medium, High and Ultra. On the Low preset the game performed very well and the framerate rarely fell under 100 FPS. Switching to the Medium setting framerate dropped 30%, same drop was when the High setting was used. The Ultra preset offers the best image quality, but with severe framerate impact of 40% from High and more than 70% from Low setting. The game's performance scales very well with each preset.

 

graph   graphics quality

Performance also scales fairly well although not linearly. Doubling the resolution from 1280x800 to 2560x1600 results in 62% framerate drop.

 

graph   resolution performance

Image quality even on the Low settings is very good. Lighting is dynamic, some textures are blurry and there are only basic reflections. On the other hand, the Ultra setting have textures very sharp even on 1600p, environment has more objects and realtime reflections are also present and very apparent. Below are comparisons from three currently available maps. Full resolution screenshots: Paris Low, Paris Medium, Paris High, Paris Ultra; Outpost Low, Outpost Medium, Outpost High, Outpost Ultra; Lab Low, Lab Medium, Lab High, Lab Ultra.

 

 

 

Controls

Controls settings menu in the Killing Floor 2 offers basic mouse sensitivity settings, there is no mouse acceleration or smoothing toggle, but I haven't felt any additional mouse processing and aiming seems to be very precise. Keyboard binding menu offers basic key binds, only one key per action can be set. There was an issue with Caps Lock key, the key was binded to the Voice Chat by default and cannot be binded to anything else unless Voice Chat action is binded to other key first.

Controllers are also supported, but buttons cannot be reassigned.

 

bindings

Audio

Killing Floor 2 Audio Options menu offers three volume sliders for Game, Music and Voice Chat volume. The game supports surround sound setups and positional audio worked flawlessly on my 7.1 system. The audio quality is exceptionally good, the everything sounds very authentic. Killing Floor 2 is probably taking distance of the sound source and applying some filters on it for added realism. I was very surprised how good the game sounds.

 

audio

Performance analysis

In this section we are going to look at how each effect impacts framerate and how does each setting looks on screenshots. Be sure to check full resolution uncompressed PNGs linked in each section. There are full resolution screenshots linked in each section for better comparisons as the images in the sliders are compressed. Be sure to check our gallery for additional screenshots and graphs.

 

Ambient Occlusion

Killing Floor 2 offers two ambient occlusion methods - SSAO and HBAO . SSAO adds very subtle shadows to the corners and around some objects. HBAO is much more pronoun and these shadows are much more noticeable. Full resolution screenshots: AO Off, SSAO, HBAO.

 

Performance impact is around 10% for SSAO and almost 30% for HBAO from Off setting. As usual this is rather performance expensive effect, but not very noticeable with SSAO setting.

 

graph   ambient occlusion

Texture Resolution

This setting affects quality of textures and can be adjusted in four levels. On Low setting some textures are very blurry and lacks any detail (glove on the screenshot for example), but other textures are surprisingly sharp and detailed even on Low. Larger quality boost comes with the High setting and the textures are obviously the sharpest at Ultra setting. Full resolution screenshots: scene 1 Low, Medium, High, Ultra; scene 2 Low, Medium, High, Ultra.

 

 

Performance impact depends highly on amount of VRAM available, average framerate drop is only around 5% for each additional level. But heavy stuttering started to appear with High setting on my 1GB card.

 

graph   texture resolution

Shadow Quality

Killing Floor 2 offers four levels of Shadow Quality settings. Each level increases resolution and view distance of the shadows. At Low setting some of the shadows are barely visible and the rest is very blurry. With each additional settings level, shadows are much nicer, sharper and farther visible. Full resolution screenshots: Low, Medium, High, Ultra.

 

 

As usual, shadows have substantial impact on the performance. Medium setting causes around 7% framerate drop, High setting costs 16% and the most expensive Ultra setting costs 20% of performance.

 

graph   shadow quality

Environment Detail

This settings affects how many objects are in the game world. These objects have no impact on the gameplay, usually they are there just for decoration (chairs, garbage..). Full resolution screenshots: Low, Medium, High, Ultra.

 

 

Performance impact wasn't measurable, This is probably due to the fast CPU in the test rig. I'd imagine this setting will have much more pronoun impact on dual cores and CPU with weak single core performance.

 

graph   environment detail

Character Detail

Character Detail setting affects model's level of detail. Polygon count is higher with each setting level, but it is not very noticeable directly in the game. Full resolution screenshots: Low, High, Ultra.

 

 

Performance impact of Character Detail was only 5% for High setting and 8% for Ultra setting.

 

graph   character detail

Texture Filtering

Texture filtering offers few filtering methods, unfortunately I haven't noticed any difference. There should be massive reduction of blurring on a distant textures, but the textures looks exactly the same. Performance impact is negligible for all but Anisotropic 16x setting where it is 13%. Full resolution screenshots: Bilinear, Trilinear, Anisotropic 4x, Anisotropic 16x.

 

graph   texture filtering

Depth of Field

Depth of field setting offers only Off and On options. If turned On, DoF just blurs the gun when aiming down the sights. I'd like to see more of the blurring dependant on distance from player, but otherwise I much prefer this implementation. Some games have DoF forced on everything that is little bit farther from the camera just to hide horrible low resolution models or billboards however Killing Floor 2 is using DoF correctly. Performance impact is around 7%. Full resolution screenshots: Off, SAT DOF.

 

Anti-Aliasing

Killing Floor 2 offers only FXAA as its anti-aliasing method. This is only post processing filter and not a proper anti aliasing method. Fortunately KF2 implementation is done fairly well and jaggies are moderately blurred without impacting sharpens of the textures. Performance impact is around 9%. Full resolution screenshots: Off, FXAA.

 

Aa comparison

Realtime Reflections and rest of the effects

Realtime reflections adds reflections on some surfaces. This effects is very performance expensive, but it is well worth it as the game's world becomes much more realistic. This is the most demanding effect in the game, turning reflections On results in more than 40% framerate drop. Full resolution screenshots: scene 1 Off, On; scene 2 Off, On.

 

Rest of the effects have negligible performance impact and I haven't noticed any visual difference.

 

graph   misc effects

Conclusion

PC version of Killing Floor 2 is very well done. The option menus are offering many setting to play with, controls are spot on and the sounds are awesome. Optimization is also very good as the game scales nicely and performs well. For a game, that is just entering Early Access, this is very polished product. Developers are actively pushing updates (I've downloaded two large updates just last week) and if first Killing Floor taught us anything, devs are not going to abandon Killing Floor 2 anytime soon.

 

PC Reports are a series of quick first impressions regarding the technical aspects of a PC game. This report was written by PCGamingWiki contributor LDK. For an up to date account of Killing Floor 2 fixes and improvements, please visit its respective PCGamingWiki article.

 

 

Thank you for reading. If you enjoyed our article and want to us create more articles, more often, please consider donating to PCGamingWiki's Patreon campaign:

 

Click here to view the article

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Been playing this with an AMD FX 6300 6Core and a 750ti and the only thing I had to turn off was the realtime reflections and it performs really well.  I also think this has to do with the fact that the game is actually using UE3 (Seriously an old engine) and not UE4. It also shows just how good the 750ti actually is.

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      Performance analysis
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      Ambient Occlusion
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      Shadows
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      Grass
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      Graphics settings


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      Overall performance and image quality
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      [compimg]http://community.pcgamingwiki.com/uploads/gallery/album_56/gallery_13_56_14849.jpg|http://community.pcgamingwiki.com/uploads/gallery/album_56/gallery_13_56_116535.jpg|864|540|Preset Low|Preset Ultra[/compimg]
      Performance drop of High preset is above 18% and further enhances shadows and mirroring on the car. Overall level of detail is better as cutoff for objects to disappear is further. Ultra preset means almost 32% performance drop from Low but I haven't noticed much difference from High. The testing was done with only FXAA instead of presets default anti-aliasing, because I was unable to get consistent results. More about that later.
       
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      Controls
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      Audio
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      Performance analysis
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      Anti-aliasing
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      As expected the game is heavily aliased and running lines are very much visible on the car without any AA applied (middle section of the comparison above). FXAA offers much better image quality and the textures are almost not affected, however there is slight moire around shard edges on the textures. MSAA preserves texture quality, but the edge blurring is not that strong and I've noticed light glow on some edges (same issue I've encountered in Far Cry 4). Full resolution screenshots: Off, FXAA, MSAA 4x, MSAA 8x.
       

      Ambient Occlusion
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      [compimg]http://community.pcgamingwiki.com/uploads/gallery/album_56/gallery_13_56_191958.jpg|http://community.pcgamingwiki.com/uploads/gallery/album_56/gallery_13_56_121120.jpg|864|540|Ambient Occlusion Off|Ambient Occlusion SSAO plus[/compimg]

      Shadows
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      [compimg]http://community.pcgamingwiki.com/uploads/gallery/album_56/gallery_13_56_59339.jpg|http://community.pcgamingwiki.com/uploads/gallery/album_56/gallery_13_56_1322.jpg|864|540|Shadows Off|Contact Hardening Soft Shadows[/compimg]

      Geometry
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      [compimg]http://community.pcgamingwiki.com/uploads/gallery/album_56/gallery_13_56_181349.jpg|http://community.pcgamingwiki.com/uploads/gallery/album_56/gallery_13_56_192114.jpg|864|540|Geometry Low|Geometry Ultra[/compimg]

      Textures
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      [compimg]http://community.pcgamingwiki.com/uploads/gallery/album_56/gallery_13_56_60975.jpg|http://community.pcgamingwiki.com/uploads/gallery/album_56/gallery_13_56_72985.jpg|864|540|Textures Low|Textures Ultra[/compimg]

      Environment Mapping
      This setting affects resolution of real time reflections on player's car. The game looks much better when the effects is set to Ultra as the reflections are very sharp and almost at the same resolution as the rest of the world. Performance impact is around 10% for Ultra setting, 8% for High and 2% for Low. Full resolution screenshots: Low, Medium, High, Ultra.
       


      [compimg]http://community.pcgamingwiki.com/uploads/gallery/album_56/gallery_13_56_175457.jpg|http://community.pcgamingwiki.com/uploads/gallery/album_56/gallery_13_56_158793.jpg|864|540|Environment Mapping Low|Environment Mapping Ultra[/compimg]

      Depth of Field
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      [compimg]http://community.pcgamingwiki.com/uploads/gallery/album_56/gallery_13_56_23488.jpg|http://community.pcgamingwiki.com/uploads/gallery/album_56/gallery_13_56_107328.jpg|864|540|Depth of Field Off|Depth of Field High[/compimg]
       

      Grass
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      [compimg]http://community.pcgamingwiki.com/uploads/gallery/album_56/gallery_13_56_30832.jpg|http://community.pcgamingwiki.com/uploads/gallery/album_56/gallery_13_56_108046.jpg|864|540|Grass Low|Grass High[/compimg]

      Conclusion
      PC version of The Crew is running very well and offers some graphics tweaking. Controls can be heavily adjusted and the game supports controllers and steering wheels apart from standard keyboard and mouse combo (which is more than capable).
       
      There are some issues though. Anti-aliasing was bugged on my system, field of view slider is not enabled for single screen setups and the game stutters occasionally (not as badly as in Far Cry 4, but it is there). Then there is the whole always online thing. The game will not start at all when the servers are offline. This is not good, because every race can be played in single-player and what happens, when Ubisoft decides to pull the plug?
       
      Overall The Crew is an average port without game-breaking issues. Which sadly is success after Ubisoft's disastrous this year season.
       
      The game key has been provided by the publisher and contained the game, several cars and the season pass.
    • By Grant0417
      PC Reports are a series of quick first impressions regarding the technical aspects of a PC game. For an up to date account of Watch Dogs 2 fixes and improvements, please visit its respective PCGamingWiki article.
       
      Developed and Published by Ubisoft. The game was released on November 29, 2016.
      System Requirements

      Minimum
      • CPU: Intel Core i5 2400s @ 2.5 GHz or AMD FX 6120 @ 3.5 GHz
      • RAM: 6 GB
      • HDD: 50 GB
      • GPU: NVIDIA GeForce GTX 660 with 2 GB VRAM or AMD Radeon HD 7870 (2 GB of VRAM)
      OS: Windows 7 SP1, Windows 8.1, Windows 10 (64-Bit)

      Recommended
      • CPU: Intel Core i5 3470 @ 3.2 GHz or AMD FX 8120 @ 3.9 GHz
      • RAM: 8 GB
      • HDD: 50 GB
      • GPU: NVIDIA GeForce GTX 780 or AMD Radeon R9 290 (3 GB of VRAM)
      OS: Windows 7 SP1, Windows 8.1, Windows 10 (64-Bit)

      Editor's System
      • CPU: Intel Core i5-4690K (Haswell)
      • RAM: 16 GB DDR3-2400 (G.Skill Ares)
      • SSD: 500 GB (Samsung 850 EVO)
      • GPU: Sapphire R9 390 8 GB
      • OS: Windows 10 (64-Bit)
       
      Watch Dogs 2's system requirements are not abnormal by today's standards, a 2 GB graphics card with a decent CPU. The game performed well with a smooth frame rate. On my system the low preset gets around 70-80 fps inside and 60-70 outside while the ultra preset (with ultra textures) gets around 45-55 fps inside and 35-45 outside.
       
       

      Graphics settings


      Display settings are pretty good, window modes include: Windowed, Borderless Window, Fullscreen Borderless, Multimonitor Borderless, Fullscreen. One downside is the lack of Resolution Scaling beyond 125%.




      Graphics settings give the user a good deal of customization when trying to adjust to their computers need.


      Color settings are brightness, or gamma, and sharpness, which if too high can make the image look very strange.
       

      Field of View
      Despite being a 3rd person game Watch Dogs 2 gives the option to change the FoV from the minimum value of 70, also the default, to the maximum of 110.
       


      Resolution Scale
      This setting controls how many times the resolution the game is rendered at. Watch Dogs 2 gives the option of 25% to 125% of normal resolution. This means that using resolution scaling instead of antialiasing on higher end machines will not be as possible as that typically requires around 150% to 200% resolution scaling.
       


      Motion Blur
      Motion Blur only has 2 options, on and off. It also doesn't have much of an effect on framerate, but your gameplay may look better at high framerates if you turn it off.



      Texture Resolution
      Texture Resolution seems to be nearly the same between Low and Ultra, despite the Ultra textures that were several gigabytes in size. The only difference I could notice is guns are largely affected by texture resolution.
       

       

       


      Texture Filtering
      Texture Filtering increases the visual quality of textures at steep angles to the camera.
       

       


      Shadows
      Shadows are not bad in Watch Dogs 2 at the lowest setting and ultra shadows are very crisp. Watch Dogs 2 also provides PCSS which allows for progressive shadow resolution.
       

       

       

      Water
      Water has modes, low and high, the only visible difference is the reflections it has.
       

       

       

      Headlight Shadow
      Headlight Shadows are very demanding and has a cap of being enabled on 4 cars at one time.
       

       

       

      Reflections
      Reflections affect reflective surfaces and their reflection of the sky box and other objects. Low only reflects the sky box and High reflects environmental features.
       

       

      Anti-Aliasing
      Anti-Alasing is one of the only setting in the game to have a massive hit on the games performance. It can affect the framerate by up to 10fps. The avaiable AA options are TXAA (only available on Nvidia graphic cards), MSAAx2, MSAAx4, MSAAx6, FXAA, and SMAA. FXAA and SMAA cause the game to lose sharpness and just overall blur the screen.
       


       

      Performance analysis


       
      The game preformed very well with out many frame drops, there are some issues though. Pop in is a major issue with objects appearing with in a very visible distance while driving. The game has an unlocked framerate so high refresh rate monitors do not have to worry. Load times are very low on my SSD with wait times being at max 10 seconds and typical under 5.
       

      Controls
      The game offers a large amount of control customization from changing many items such as sprint and aiming from Hold to Toggle. The game also enables changing mouse and controller sensitivity as well as X and Y axis inverting. The whole game works with mouse controls and no menu can not be navigated smoothly with it unlike the original watch dogs.
       




       

      Audio
      Audio settings are lacking, there is only one volume slider for the master volume. Music can be toggled on and off and subtitles can be enabled. The in game audio is very nicely mixed though with no sound overpowering the rest.
       

      Conclusion
      Watch Dogs 2 is a massive step up in a port from the original game, it offers large number of customization. The PC Port doesn't suffer from meany of the issues other PC ports do such as bad Keyboard and mouse control and bad optimization like its predecessor. The only issue I have had with Watch Dogs 2 is how demanding the game can be, I typically can get in 60 fps in games with high or ultra setting but Watch Dogs 2 pushes my computer past that and it is well deserved as it has beautiful graphics on PC.
       
      PC Reports are a series of quick first impressions regarding the technical aspects of a PC game. This report was written by PCGamingWiki contributor grant0417. For an up to date account of Watch Dogs 2 fixes and improvements, please visit its respective PCGamingWiki article.
       
      Thank you for reading. If you enjoyed our article and want to us create more articles, more often, please consider donating to PCGamingWiki's Patreon campaign:
       

       
      Click here to view the article
    • By Grant0417
      System Requirements

      Minimum
      • CPU: Intel Core i5 2400s @ 2.5 GHz or AMD FX 6120 @ 3.5 GHz
      • RAM: 6 GB
      • HDD: 50 GB
      • GPU: NVIDIA GeForce GTX 660 with 2 GB VRAM or AMD Radeon HD 7870 (2 GB of VRAM)
      OS: Windows 7 SP1, Windows 8.1, Windows 10 (64-Bit)

      Recommended
      • CPU: Intel Core i5 3470 @ 3.2 GHz or AMD FX 8120 @ 3.9 GHz
      • RAM: 8 GB
      • HDD: 50 GB
      • GPU: NVIDIA GeForce GTX 780 or AMD Radeon R9 290 (3 GB of VRAM)
      OS: Windows 7 SP1, Windows 8.1, Windows 10 (64-Bit)

      Editor's System
      • CPU: Intel Core i5-4690K (Haswell)
      • RAM: 16 GB DDR3-2400 (G.Skill Ares)
      • SSD: 500 GB (Samsung 850 EVO)
      • GPU: Sapphire R9 390 8 GB
      • OS: Windows 10 (64-Bit)
       
      Watch Dogs 2's system requirements are not abnormal by today's standards, a 2 GB graphics card with a decent CPU. The game performed well with a smooth frame rate. On my system the low preset gets around 70-80 fps inside and 60-70 outside while the ultra preset (with ultra textures) gets around 45-55 fps inside and 35-45 outside.
       
       

      Graphics settings


      Display settings are pretty good, window modes include: Windowed, Borderless Window, Fullscreen Borderless, Multimonitor Borderless, Fullscreen. One downside is the lack of Resolution Scaling beyond 125%.




      Graphics settings give the user a good deal of customization when trying to adjust to their computers need.


      Color settings are brightness, or gamma, and sharpness, which if too high can make the image look very strange.
       

      Field of View
      Despite being a 3rd person game Watch Dogs 2 gives the option to change the FoV from the minimum value of 70, also the default, to the maximum of 110.
       
      [compimg]http://community.pcgamingwiki.com/uploads/gallery/album_108/gallery_2519_108_568051.jpg|http://community.pcgamingwiki.com/uploads/gallery/album_108/gallery_2519_108_456133.jpg|983|553|70°|110°[/compimg]

      Resolution Scale
      This setting controls how many times the resolution the game is rendered at. Watch Dogs 2 gives the option of 25% to 125% of normal resolution. This means that using resolution scaling instead of antialiasing on higher end machines will not be as possible as that typically requires around 150% to 200% resolution scaling.
       
      [compimg]http://community.pcgamingwiki.com/uploads/gallery/album_108/gallery_2519_108_216844.jpg|http://community.pcgamingwiki.com/uploads/gallery/album_108/gallery_2519_108_37648.jpg|983|553|100%|125%[/compimg]

      Motion Blur
      Motion Blur only has 2 options, on and off. It also doesn't have much of an effect on framerate, but your gameplay may look better at high framerates if you turn it off.



      Texture Resolution
      Texture Resolution seems to be nearly the same between Low and Ultra, despite the Ultra textures that were several gigabytes in size. The only difference I could notice is guns are largely affected by texture resolution.
       
      [compimg]http://community.pcgamingwiki.com/uploads/gallery/album_108/gallery_2519_108_115382.jpg|http://community.pcgamingwiki.com/uploads/gallery/album_108/gallery_2519_108_411694.jpg|983|553|Low|High[/compimg]
       
      [compimg]http://community.pcgamingwiki.com/uploads/gallery/album_108/gallery_2519_108_156252.jpg|http://community.pcgamingwiki.com/uploads/gallery/album_108/gallery_2519_108_71496.jpg|983|553|Low|High[/compimg]
       
      [compimg]http://community.pcgamingwiki.com/uploads/gallery/album_108/gallery_2519_108_349998.jpg|http://community.pcgamingwiki.com/uploads/gallery/album_108/gallery_2519_108_211736.jpg|983|553|Low|High[/compimg]

      Texture Filtering
      Texture Filtering increases the visual quality of textures at steep angles to the camera.
       
      [compimg]http://community.pcgamingwiki.com/uploads/gallery/album_108/gallery_2519_108_196523.jpg|http://community.pcgamingwiki.com/uploads/gallery/album_108/gallery_2519_108_36558.jpg|983|553|Low|Ultra[/compimg]
       
      [compimg]http://community.pcgamingwiki.com/uploads/gallery/album_108/gallery_2519_108_439471.jpg|http://community.pcgamingwiki.com/uploads/gallery/album_108/gallery_2519_108_334989.jpg|983|553|Low|Ultra[/compimg]

      Shadows
      Shadows are not bad in Watch Dogs 2 at the lowest setting and ultra shadows are very crisp. Watch Dogs 2 also provides PCSS which allows for progressive shadow resolution.
       
      [compimg]http://community.pcgamingwiki.com/uploads/gallery/album_108/gallery_2519_108_288086.jpg|http://community.pcgamingwiki.com/uploads/gallery/album_108/gallery_2519_108_561969.jpg|983|553|Low|Ultra[/compimg]
       
      [compimg]http://community.pcgamingwiki.com/uploads/gallery/album_108/gallery_2519_108_35117.jpg|http://community.pcgamingwiki.com/uploads/gallery/album_108/gallery_2519_108_15571.jpg|983|553|Low|Ultra[/compimg]
       

      Water
      Water has modes, low and high, the only visible difference is the reflections it has.
       
      [compimg]http://community.pcgamingwiki.com/uploads/gallery/album_108/gallery_2519_108_509654.jpg|http://community.pcgamingwiki.com/uploads/gallery/album_108/gallery_2519_108_389297.jpg|983|553|Low|High[/compimg]
       
      [compimg]http://community.pcgamingwiki.com/uploads/gallery/album_108/gallery_2519_108_198377.jpg|http://community.pcgamingwiki.com/uploads/gallery/album_108/gallery_2519_108_55208.jpg|983|553|Low|High[/compimg]
       

      Headlight Shadow
      Headlight Shadows are very demanding and has a cap of being enabled on 4 cars at one time.
       
      [compimg] http://community.pcgamingwiki.com/uploads/gallery/album_108/gallery_2519_108_402059.jpg|http://community.pcgamingwiki.com/uploads/gallery/album_108/gallery_2519_108_333183.jpg|983|553|Off|On[/compimg]
       
      [compimg]http://community.pcgamingwiki.com/uploads/gallery/album_108/gallery_2519_108_193842.jpg|http://community.pcgamingwiki.com/uploads/gallery/album_108/gallery_2519_108_100333.jpg|983|553|Off|On[/compimg]
       

      Reflections
      Reflections affect reflective surfaces and their reflection of the sky box and other objects. Low only reflects the sky box and High reflects environmental features.
       
      [compimg] http://community.pcgamingwiki.com/uploads/gallery/album_108/gallery_2519_108_492820.jpg|http://community.pcgamingwiki.com/uploads/gallery/album_108/gallery_2519_108_234495.jpg|983|553|Low|High[/compimg]
       

      Anti-Aliasing
      Anti-Alasing is one of the only setting in the game to have a massive hit on the games performance. It can affect the framerate by up to 10fps. The avaiable AA options are TXAA (only available on Nvidia graphic cards), MSAAx2, MSAAx4, MSAAx6, FXAA, and SMAA. FXAA and SMAA cause the game to lose sharpness and just overall blur the screen.
       


       

      Performance analysis


       
      The game preformed very well with out many frame drops, there are some issues though. Pop in is a major issue with objects appearing with in a very visible distance while driving. The game has an unlocked framerate so high refresh rate monitors do not have to worry. Load times are very low on my SSD with wait times being at max 10 seconds and typical under 5.
       

      Controls
      The game offers a large amount of control customization from changing many items such as sprint and aiming from Hold to Toggle. The game also enables changing mouse and controller sensitivity as well as X and Y axis inverting. The whole game works with mouse controls and no menu can not be navigated smoothly with it unlike the original watch dogs.
       




       

      Audio
      Audio settings are lacking, there is only one volume slider for the master volume. Music can be toggled on and off and subtitles can be enabled. The in game audio is very nicely mixed though with no sound overpowering the rest.
       

      Conclusion
      Watch Dogs 2 is a massive step up in a port from the original game, it offers large number of customization. The PC Port doesn't suffer from meany of the issues other PC ports do such as bad Keyboard and mouse control and bad optimization like its predecessor. The only issue I have had with Watch Dogs 2 is how demanding the game can be, I typically can get in 60+ fps in games with high or ultra setting but Watch Dogs 2 pushes my computer past that and it is well deserved as it has beautiful graphics on PC.
       
      PC Reports are a series of quick first impressions regarding the technical aspects of a PC game. This report was written by PCGamingWiki contributor grant0417. For an up to date account of Watch Dogs 2 fixes and improvements, please visit its respective PCGamingWiki article.
       
      Thank you for reading. If you enjoyed our article and want to us create more articles, more often, please consider donating to PCGamingWiki's Patreon campaign:
       

    • By RaTcHeT302
      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.
       




       
      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.
       


       

      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


       

      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

       

      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.
       


       
      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.
       


       
      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%.
       


       
      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.


       

      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.


       
      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

       
      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.
       


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


       

      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.
       


       
      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.


       

      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%)

       
      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

       
      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

       
      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

       
      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

       
      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

       
      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.


       

      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

       
      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

       
      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

       
      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

       
      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 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

       
      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.


       

      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

       
      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

       
      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.
       


       

      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

       

      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

       
      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

       
      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.


       

      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

       
      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

       
      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

       
      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

       
      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

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


       

      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

       
      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

       
      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



       
      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

       
      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

       
      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.


       

      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

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


       
      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.


       

      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

       
      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.


       

      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

       
      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

       
      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



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


       

      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.
       




       
      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.
       


       
      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.
       


       
      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.






       

      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.
       


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




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


       
      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.
       


       
      The heads up display should be fairly customizable.
       




       
      Most notifications and other tutorial annoyances can be disabled.
       


       

      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.
       


       
       

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


       
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