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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 Fallout 4 fixes and improvements, please visit its respective PCGamingWiki article.

 

The Fallout 4 is the next title in a series of a very popular post-apocalyptic RPG's developed by Bethesda Game Studios. The game key was generously provided by Gamesplanet. We are going to look at the technical quality of the PC version of the game.

System Requirements

Minimum

  • CPU: Intel Core i5-2300 2.8 GHz or AMD Phenom II X4 945 3.0 GHz
  • RAM: 8 GB
  • HDD: 30 GB
  • GPU: Nvidia GeForce GTX 550 Ti or AMD Radeon HD 7870 2GB of VRAM
  • OS: Windows 7, 64bit

Recommended

  • CPU: Intel Core i7-4790 3.6 GHz or AMD FX-9590 4.7 GHz
  • RAM: 8 GB
  • GPU: Nvidia GeForce GTX 780 or AMD Radeon R9 290X, 3GB (Nvidia), 4GB (AMD) of VRAM
The system requirements for Fallout 4 are a little bit on the demanding side. A quad core CPU is a must and the GPUs are from the older mainstream range. Recommended specs are even more demanding with high-end CPUs and GPUs.

 

All the tests were done on a system with a Core i7-2700k clocked to 4.6GHz, 32 GB RAM and AMD R9 390 with 8GB of VRAM, Catalyst 15.11 Beta graphics drivers and version 1.1.30.0.0 of the game. Testing was done at 1920x1200, and because there is no built-in benchmarking tool, a test run consisted of one minute of playing the game in one of the larger cities and included a short fight with a pack of ghouls. This resulted in very consistent frame rate measurements so only two measurements were averaged for each effect.

 

Graphics settings

menu options

 

Most of the graphics settings have to be set in the launcher. This is rather inconvenient because there are very few graphical options directly in the game. Other that that the launcher offers a fairly standard arsenal of graphical settings and a few presets. The game has also auto detection system that sets options during the first launch of the game. A nice addition are the Windowed and Windowed borderless toggles.

 

Field of View and wide screen setups

Field of view is locked in low 80's by default and there is no direct option to change it from the game. Players have to edit configuration files to set a comfortable field of view.

 

Same applies for ultra-wide and surround resolutions as these are not directly supported. Again, configuration files needs to be edited and even that can hide some of the GUI elements, thus rendering the game unplayable.

 

For easy configuration file editing and tweaking a special configuration utility can be used.

 

 

Overall performance and image quality

Fallout 4 offers four image quality presets - Low, Medium, High and Ultra. There is only a 3% difference in performance between Low and Medium. High preset has a more significant performance drop of 33% and Ultra costs almost 40% of Low's framerate.

 

The framerate is limited to 60 FPS by default, unlocking it via editing .ini files will unfortunately cause problems, as the game logic and physics are tied to the framerate. I've experienced severe framerate drops in major cities where the game's framerate seemingly randomly falls from 100 FPS to sub 30 FPS.

 

The game also loads very slowly on mechanical hard-drives. The loading times were around 30-40 seconds, after moving the game on SSD loading times dropped significantly to only few seconds.

 

During my testing I've found only one effect (Shadow Distance) to have significant performance impact on the game. Even the dreaded over-tessellated god-rays effect led only to a 4% drop in FPS. The rest of the effects have negligible or non-existent performance cost so I'm not going to include all the graphs here. Feel free to browse through the measurements though.

 

graph   presets

 

Visual quality on the Low preset is nothing special, shadows are visibly low resolution and cut not far from camera, vegetation is shown only very close to the player and textures are not very sharp. Medium preset improves shadow resolution and cutoff distance of vegetation. High preset further improves vegetation cutoff distance and increases cutoff for shadows and the scene seems to be less flat. Ultra preset further increases render distance. Overall the game doesn't look particularly impressive visually and the renamed Gamebryo engine very clearly shows its age. Full resolution screenshots: Low, Medium, High, Ultra.

 

 

Texture Quality

Texture quality controls the texture resolution and can be set in three steps - Medium, High and Ultra. Visual difference between High and Ultra is very small and performance impact wasn't clearly measurable. The textures are not very sharp to begin with so there is definitely room for improvement. Full resolution screenshots: Medium, High, Ultra.

 

 

Shadow Distance

Shadow Distance setting controls cutoff distance of the shadows and is the most demanding effect in the game. High setting causes almost 30% framerate drop, Ultra costs another 2% on top of that. Full resolution screenshots: Medium, High, Ultra.

 

 

graphs   shadow distance

Anti-aliasing

The game offers only two anti-aliasing methods and these are only post process filters FXAA and TXAA. Both have major visual impact and horribly blurs the whole scene, vegetation lose its definition, broken lines are kept broken, textures are slightly blurred as well. At least these effects has only 3% performance impact. Full resolution screenshots: No AA, FXAA, TXAA.

 

AA comparisons

Controls

The game doesn't offer very large controls options. Mouse sensitivity can be set and the keys can be remapped but there are major problems with controls in Fallout 4. First of all there are multiple actions on one key that doesn't make sense and will cause trouble. Melee attack shares button with a Throw grenade function for example. There is also a system of favorites weapons and items, but slots are locked to the number keys and cannot be remapped. Scroll wheel also cannot be remapped (to navigating favorites for example) and controls camera distance which I find fairly useless.

 

There is a mouse acceleration turned on by default and can be turned off only by editing an .ini files.

 

Pip-Boy and GUI navigation is nothing short of a disaster. I was expecting it to be bad as horrible controls are Bethesda's trademark but this is a whole new level of awful. Nothing is consistent after more that 20 hours of playing I still have to think really hard about what key is doing what in the menus. For example, exiting or going back a menu is sometimes Tab, sometimes it's E and sometimes it is Esc. Worst is the settlement building option which suddenly has you using the arrow keys and the game doesn't even hint that Shift WSAD can be also used. Alternative GUI mod cannot arrive soon enough.

 

On top of that tutorial is almost non-existent and fairly important game mechanics are never explained like VATS or how to assign settlers to jobs.

 

Audio

Fallout 4 offers fairly standard audio options with many volume sliders. The game supports surround sound setups up to 7.1 and audio sound fairly good with one exception though. Voices have very low volume outside of cutscenes and very often are inaudible when speaking character is more than few meters away.

 

Conclusion

Fallout 4 suffers from heavy consolitidis. The underlying game is fun and the world is rich but visually the game looks unimpressive and old, almost like modded Fallout 3. Performance is not terrible overall but there are framerate drops suggesting optimization issues, almost none of the graphics settings has any meaningful performance impact on the game.

 

Keyboard and mouse controls are awful and should be redesigned from the ground up. Many of core PC features like FoV, widescreen support or unlocked framerate are absent and has to be edited in via configuration files. Another six month of polishing would greatly benefited the game, but obviously Bethesda is counting on modders to fix the game for free and that is not a good sign.

 

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 Fallout 4 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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Ouch. That's a hard conclusion.

I agree it's not the most PC-friendly game, but the controls are quite OK. You can scroll through the PipBoy with WASD, and the keyboard mapping in general is pretty logical. (I am pressing V all the time to get into V.A.T.S. though, hehe.) The only really hateful thing is the dialogue wheel, but you know, you'll get used to it as you did with Mass Effect.

 

Major thing though: When the game indicates Enter, you can also push E. Having to reach for Enter all the time is annoying, and Bethesda should've known that.

And about the graphics... yeah they're not state-of-the-art, but the game world is nonetheless beautiful. Saying that the game looks like a modded Fallout 3 goes a bit far, imho. What I find the most jarring is that they didn't include proper AA options. TXAA is just way too blurry, so I turn it off and use SMAA through ReShade. Which doesn't help that much, but you know, jaggies > blur.

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Good report, only two things that I found wrong with it though: the game uses TAA not nVidia's TXAA and the game is capped to the monitor's refresh rate instead of just 60FPS (In my case it was capped to 144Hz).

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Heh I knew the fanboys were wrong. Good one LDK.

That seems kinda mean to the playerbase, and the game doesn't look that bad to me, it's miles ahead of what Fallout 3 had, I expected the report to be setup a bit differently. I was kinda hoping the graphical settings would be covered but oh well.

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Nice report.

Figured about the bad ui controls, though never saw anyone mention it tell now.. Ill wait for some mods.

 

Some minor things though:

TXAA is an nvidia exclusive technology. It 100% doesn't function on AMD cards. As such it's very rarely seen.

Plus it's rather garbage, and is complex enough to require nvidia's aid to implement, so extremely few games have it, and hopefully next to none in the future.

Why: It's a render based AA technique, which would be awesome since so few triple A games these days include one.. But it's essentially MSAA + Temporal (post processing) AA. In the end you get the worst of both words:

Similar or heavier performance hit then MSAA. (Huge reason it's often ignored on console centric games like this)

Similar or worse blurring then TAA

So it's like full motion vaseline on the screen like you get with low quality FXAA/TAA, but with added performance impact.

 

That said, the game does have one nvidia designed piece of tech, so it does run better on nvidia cards:

http://blogs.nvidia.com/blog/2015/11/04/fallout-4/

 

And imo calling it a "renamed gamebryo" is pretty foolish. It's a screwed up version of the creation engine (perhaps an upgrade for consoles, but downgrade for PCs with the lack of MSAA)

I mean with that logic you can call unreal engine 4 a renamed version of unreal engine 3/2/1.. Or source engine a renamed version of quake 2s engine, or IDtech2..

If nothing was changed, sure it's renamed.. But quite a ton was changed since gamebryo. (Dx11, deferred rendering, msaa broken, etc)

 

Well hopefully there are some AA bits to enable proper AA. I imagine the skyrim ones work at least for SGSSAA.

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A bit harsh. I've honestly never had problems with the interface. You can use WASD to browse inventories and you can use E instead of Enter in most situations. It could be better, but don't forget what a confusing mess Skyrim's interface was.

 

Also, "modded Fallout 3"? I'm sorry, but... no. I was playing Fallout: New Vegas before Fallout 4 came out, with a ton of mods. ENB, Vurt's, NMC's texture pack, etc., and I can honestly say, the game's visuals are miles above Fallout 3 and New Vegas. The characters look real, clothes have physics, hair has physics, there are proper shadows shadows, draw distances are MASSIVE (I remember standing a few hundred meters away from something, then I scoped in on it, and it was almost fully detailed, featuring NPCs), and don't forget PBR. Some of these features you can mod into Fallout 3, but Gamebryo back then was a lot less stable, so you would definitely strain the game. Some of these features, however, can't be modded in without altering the engine, if I'm correct, which is not legal.

 

When you compare this game to Bethesda's previous games, you might be a bit disappointed, but that's mostly because pretty much everyone modded those games. This game is definitely Bethesda's best launch. It's a bit buggy here and there, but it's much, much better than all the other titles at launch. Hell, if you play vanilla OblivionFallout 3 or Skyrim, even with all the patches, I bet the games are much buggier than Fallout 4 is right now, merely a week after launch.

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Certain gameplay features have hard-coded key bindings (custom mappings are ignored) and the keypad can't be remapped at all. There are also issues with non-QWERTY keyboard layouts (as with the issue mentioned of the console key binding being incorrect). There is a forum topic about the various keyboard issues.

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Well hopefully there are some AA bits to enable proper AA. I imagine the skyrim ones work at least for SGSSAA.

 

Not gonna happen. (there are no working AA bits for DX11, at least on nVidia's side; can't say anything regarding AMD) The only way you could get SGSSAA working on a DX11 game is if said game has MSAA support.

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      System Requirements

      Minimum
      CPU: Intel Core i5-2400 3.1 GHz or AMD FX-6300 3.5 GHz
      RAM: 8 GB
      HDD: 40 GB
      GPU: Nvidia GeForce GTX 670 or AMD Radeon R9 270 (2 GB of VRAM)
      OS: Windows 7 SP1 (64-bit)


      Recommended
      CPU: Intel Core i7-4770 3.4 GHz or AMD Ryzen 5 1600 3.2 GHz
      RAM: 16 GB
      GPU: Nvidia GeForce GTX 970 or AMD Radeon R9 390
      OS: Windows 8.1, Windows 10


      Editor's System
      CPU: Intel Core i5-4690K 4.0GHz
      RAM: 16 GB 1600MHz
      SSD: Samsung 850 EVO 250 GB
      GPU: EVGA GeForce GTX 970 SSC
      OS: Windows 10 (Version 1709) (64-bit)

      I have tested a GTX 760 which barely hit 35 FPS on average in the lowest settings at 1080p. All the tests have been run in 1440p with the specs listed above, and using version 1.2.0. Interestingly, the Uplay client is smart enough to notify you if you are running an outdated version of your GPU drivers, which led me to install the latest game ready drivers (391.35). All the analysis comparison FPS images were conducted with the built-in benchmark, and run twice to ensure that the results are consistent. All settings have been set to Low when comparing the levels of a graphical setting.
       

      Graphics settings
       


       
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      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 Hawaii Beach
      PC Reports are a series of quick first impressions regarding the technical aspects of a PC game. For an up to date account of Far Cry 5 fixes and improvements, please visit its respective PCGamingWiki article.
       
      Developed and published by Ubisoft. The game was released on March 27, 2018.
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      Graphics settings
       


       
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      Performance analysis
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      Click on the Image to Move the Slider
       


       

      Shadows
      The shadows quality can be controlled. While I have not seen noticeable improvement between High and Ultra settings, the difference between Medium and Low is easy to spot. I would recommend setting the shadows to at least Medium to avoid dots illustrating shadows. We could also use a draw distance slider as you can in some instances notice the shadows loading in as you move around, sure the draw distance is improved with each level, especially comparing Low to Ultra; but an independent option to control it would go a long way.
       
       
       
       
       
       

      Click on the Image to Move the Slider
       
      Low settings, as you can imagine, does not do the game any justice in the visual fidelity department. I would advise setting it to at least Medium to eliminate most of the square-looking shadows.
       

       


       

      Geometry & Vegetation
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      Click on the Image to Move the Slider
       


       
       

      Environment
      Since this setting controls the water texture and the separate Water graphical setting does not appear to make a noticeable difference we will be covering it here as well. Setting the option to Medium enables the awe-inspiring reflections in water, but not without cost in the form of a performance hit - see the graphs below.
       
       
       
       
       
       

      Click on the Image to Move the Slider
       
       


       

      Terrain
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      Click on the Image to Move the Slider
       
       

      Volumetric Fog
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      Click on the Image to Move the Slider
       
       

      Field of View
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      Click on the Image to Move the Slider
       

      Anti-aliasing
      For AA options we only have SMAA and TAA available, with only 1x sampling. In comparison to older titles it feels like we are lacking some options with Ubisoft's latest addition to the series. Enabling any AA only shaved off a couple of FPS at Low settings, but will always depend on your location.
       


       
      The comparison below is not shown in the source quality. See the original image as it's easier to spot the difference on each AA level. If you want AA enabled I would recommend SMAA as it provides the best quality and the least performance hit.
       


       
       

      Controls
      There are separate sensitivity sliders for different usages, which is a bonus. Mouse Acceleration is disabled by default, and I have had an smooth experience not experiencing any mouse lag. The key binding is disappointing since you only can assign an action to one key. There is a preview image of the keys assigned, but since I have a Swedish keyboard these binds do not match, neither do the extra letters we have in the language match up, which shows that there could be improvements done.
       


       

      Audio
      The audio settings are underwhelming due to a lack of independant sliders for music, sfx and voice. They are all mixed into one volume slider, except VoIP which has its own separate slider.
       


       
       
       

      Conclusion
      So conclusion time! The draw distance for each level of all the graphical settings should be documented, the current tool tips feels really basic and do not contain enough information, neither are most of the preview images helpful.
       
      I have not suffered from any mouse lag, and mouse acceleration is disabled by default. The key binding can become problematic since you only can bind an action to one key, hopefully the developers can change this behavior.
       
      The graphics settings you will want to invest your performance on are the shadows and the vegetation quality. Both of these control draw distance of the majority of objects, and at least Medium provides a good trade off for performance / quality.
       
      Performance wise, the game is stable. In all my testing the game never crashed. Not even once, neither did I experience any major bugs / glitches, which shows that Ubisoft puts tremendous effort in order to ensure a good experience.
       
      This wont escape the high GPU usage, a GTX 760 will simply not hit 60 FPS on 1080p at Low settings, you will need a medium end system to truly benefit. Despite some of the aforementioned, this is still an incredibly solid addition to the Far Cry series and a PC version trend we would like to see continued, ideally improved!
       
       
       
       
       
       

      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 Burretploof
      This patch fixes an issue in Fallout Tactics that causes items to disappear from the inventory. Only use this patch if you experience items disappearing.
    • By LDK
      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 The Crew fixes and improvements, please visit its respective PCGamingWiki article.
       
      The Crew is online racing game from studios Ivory Tower and Ubisoft Reflections. It takes place in large open world and lets player to explore simplified version of USA. This article will analyze quality of the PC version, how it performs, how it looks and how responsive are the controls.
       
      The game was released on December 2, 2014 for Windows and is available through several digital distribution channels.
      System Requirements

      Minimum
      CPU: AMD Athlon II X4 620, 2.6 GHz or Intel Core 2 Quad Q9300, 2.5 GHz RAM: 4 GB HDD: 15 GB GPU: AMD Radeon HD 4870 or Nvidia GeForce GTX 260 with 512 MB of VRAM Recommended
      CPU: AMD Phenom II X4 940, 3.0 GHz or Intel Core i5 750, 2.66 GHz RAM: 8 GB GPU: AMD Radeon HD 6870 or Nvidia GeForce GTX 580 with 1024 MB of VRAM The minimum system requirements are nothing to be afraid of, required CPU's are five years old and GPU's even more so the game should run on majority of today's hardware without any problems. Similar with recommended hardware specs, CPU's are also five years old, but newer architecture with higher clocks. Recommended GPU's are two generations newer then minimum and even those are in the mainstream range. 
      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. The testing was done in 2560x1600 resolution to eliminate 60 FPS limiter. Benchmark consisted of driving one lap in test drive mode in New York car dealer during the day.
       

      Graphics settings


      The game is running on the Babel engine developed in-house by Ivory Tower and offers few tweaks in the graphics options menu. Every common wide-screen resolution is supported and that includes 4k and ultra wide-screen resolutions. 4:3 aspect ratio resolutions are not supported at all and even if you force it by editing configuration files or by using borderless windowed mode, the picture will be stretched from wide-screen resolution.
       
      There is field of view slider, but for some strange reason this slider is not enabled for single screen setups. There is a cvar in the configuration file and editing it moves the slider in the menu, but it has no impact on the game. It should work for multi-monitor setups with AMD Eyefinity or Nvidia Surround technologies, but I was unable to confirm it on my system.
       
      Another issue is forced framerate limiter. It can be set to 30 or 60 frames per second, but higher framerate is not available. Other options in this menu are common effects that can be tweaked or turned off completely.
       

      Overall performance and image quality
      The Crew has four quality presets - Low, Medium, High and Ultra. On the Low setting not every option was turned off so be sure to check them if you have performance problems. Also Ultra preset is not setting anti-aliasing to maximum and keeps it to MSAA 4x instead of MSAA 8x.
       


       
      At the Low preset the game performs very good on my aging GPU considering it has to run at 4Mpix resolution. And even on Low the game doesn't looks half bad. Medium preset offers better shadows and higher resolution of environment mapping and costs around 12% of performance.
       

      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.
       
      I've experienced stuttering on some skill races. The game runs on stable framerate, but it stutters a bit when I reach specific point in a few skill races. Other than that, the game runs very nicely. Full resolution screenshots: Scene 1 Low, Medium, High, Ultra; Scene 2 Low, Medium, High, Ultra.
       

       

      Controls
      The Crew is racing game and as such it offers variety of control options. You can drive with keyboard, controller or a steering wheel and each can be separately configured. Even controller buttons can be remapped. Unfortunately I don't own steering wheel so I cannot comment on that, but controller and keyboard controls seemed pretty well done. Button prompts on the screen are changing on the fly and depends on the last input from controller or keyboard.
       


       
      Plugging the controller in the middle of the game can cause problems though. The game crashed once when I turned controller (wireless 360) on and commonly D-pad was not responding after the controller was connected after the game loads.
       

      Audio
      Audio settings menu has several sliders to adjust volume of different aspects of the game's audio. The Crew is also supporting 7.1 surround sound, however surround sound is utilized only for few effects such as bypassing cars, roadwork etc. Radio, voices and car engine sounds only from front speakers. When driving, you can choose from a few radio stations and skip the songs on the fly.
       


       

      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. Or visit gallery for list of all screenshots for this article.
       

      Anti-aliasing
      I've got a few issues with anti-aliasing in The Crew. The main problem is very unstable performance regardless of resolution. MSAA 4x was running fairly OK with expected framerate drop when my car was stationary. When the car moved, the framerate plummeted to unplayable levels. Same with MSAA 8x but much more unstable. This is the reason, why there is no benchmark for each AA method. The FXAA had only small FPS drop as it is just a post process filter. I wasn't able to select TXAA on my AMD card.
       


       
      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
      The Crew features only two ambient occlusion methods: SSAO, SSAO plus or you can turn AO completely off. SSAO is much stronger than SSAO plus, but not as precise. Performance drop is only 8% for SSAO, but almost 30% for SSAO plus. Full resolution screenshots: Off, SSAO, SSAO plus.
       




      Shadows
      Dynamic shadows can be turned off or set to one of four level. Each level is increasing shadows resolution and Contact hardening Soft Shadows should blur some of the hard edges, but I haven't noticed any major difference from High setting. Performance drop noticeable from Off to Low (around 10%), but negligible for additional levels (around 2%). Soft shadows option is exception with performance drop of 21% from no shadows. Full resolution screenshots: Off, Low, Medium, High, Contact Hardening Soft Shadows.
       




      Geometry
      This setting is managing polygon resolution of the game's assets and object's cutoff distance from camera. Performance impact is not very substantial and from Low to Ultra the FPS drop is only around 6%, image quality is much better though. Full resolution screenshots: Low, Medium, High, Ultra.
       




      Textures
      Textures is the only setting, that requires resetting the game (that is why the car in the screenshots has different color). Impact on the game is rather questionable. From the screenshot the roadway on the right side of car has little bit more details on Low setting and I haven't found any difference on other textures. But that could be affected by weather or the bump map could be generated every time the game is loaded. Nevertheless other textures stayed pretty much the same regardless of texture setting and average framerate also stayed at the same level. Full resolution screenshots: Low, Medium, High, Ultra.
       




      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.
       




      Depth of Field
      I haven't noticed this effect during gameplay but it is heavily used during cutscenes and in the garages. Performance impact is around 5% for Low and 10% for Ultra. Full resolution screenshots:Off, Low, Medium, High.
       



       

      Grass
      Grass setting controls amount of grass billboards in the world. Performance impact of Medium setting is almost none, High setting will cause 5% framerate drop. Full resolution screenshots: Low, Medium, High.
       




      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.
       
      Click here to view the article
    • By LDK
      System Requirements

      Minimum
      CPU: AMD Athlon II X4 620, 2.6 GHz or Intel Core 2 Quad Q9300, 2.5 GHz
      RAM: 4 GB
      HDD: 15 GB
      GPU: AMD Radeon HD 4870 or Nvidia GeForce GTX 260 with 512 MB of VRAM


      Recommended
      CPU: AMD Phenom II X4 940, 3.0 GHz or Intel Core i5 750, 2.66 GHz
      RAM: 8 GB
      GPU: AMD Radeon HD 6870 or Nvidia GeForce GTX 580 with 1024 MB of VRAM

      The minimum system requirements are nothing to be afraid of, required CPU's are five years old and GPU's even more so the game should run on majority of today's hardware without any problems. Similar with recommended hardware specs, CPU's are also five years old, but newer architecture with higher clocks. Recommended GPU's are two generations newer then minimum and even those are in the mainstream range.
       
      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. The testing was done in 2560x1600 resolution to eliminate 60 FPS limiter. Benchmark consisted of driving one lap in test drive mode in New York car dealer during the day.
       

      Graphics settings


      The game is running on the Babel engine developed in-house by Ivory Tower and offers few tweaks in the graphics options menu. Every common wide-screen resolution is supported and that includes 4k and ultra wide-screen resolutions. 4:3 aspect ratio resolutions are not supported at all and even if you force it by editing configuration files or by using borderless windowed mode, the picture will be stretched from wide-screen resolution.
       
      There is field of view slider, but for some strange reason this slider is not enabled for single screen setups. There is a cvar in the configuration file and editing it moves the slider in the menu, but it has no impact on the game. It should work for multi-monitor setups with AMD Eyefinity or Nvidia Surround technologies, but I was unable to confirm it on my system.
       
      Another issue is forced framerate limiter. It can be set to 30 or 60 frames per second, but higher framerate is not available. Other options in this menu are common effects that can be tweaked or turned off completely.
       

      Overall performance and image quality
      The Crew has four quality presets - Low, Medium, High and Ultra. On the Low setting not every option was turned off so be sure to check them if you have performance problems. Also Ultra preset is not setting anti-aliasing to maximum and keeps it to MSAA 4x instead of MSAA 8x.
       


       
      At the Low preset the game performs very good on my aging GPU considering it has to run at 4Mpix resolution. And even on Low the game doesn't looks half bad. Medium preset offers better shadows and higher resolution of environment mapping and costs around 12% of performance.
       
      [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.
       
      I've experienced stuttering on some skill races. The game runs on stable framerate, but it stutters a bit when I reach specific point in a few skill races. Other than that, the game runs very nicely. Full resolution screenshots: Scene 1 Low, Medium, High, Ultra; Scene 2 Low, Medium, High, Ultra.
       
      [compimg]http://community.pcgamingwiki.com/uploads/gallery/album_56/gallery_13_56_20301.jpg|http://community.pcgamingwiki.com/uploads/gallery/album_56/gallery_13_56_49343.jpg|864|540|Preset Low|Preset Ultra[/compimg]
       

      Controls
      The Crew is racing game and as such it offers variety of control options. You can drive with keyboard, controller or a steering wheel and each can be separately configured. Even controller buttons can be remapped. Unfortunately I don't own steering wheel so I cannot comment on that, but controller and keyboard controls seemed pretty well done. Button prompts on the screen are changing on the fly and depends on the last input from controller or keyboard.
       


       
      Plugging the controller in the middle of the game can cause problems though. The game crashed once when I turned controller (wireless 360) on and commonly D-pad was not responding after the controller was connected after the game loads.
       

      Audio
      Audio settings menu has several sliders to adjust volume of different aspects of the game's audio. The Crew is also supporting 7.1 surround sound, however surround sound is utilized only for few effects such as bypassing cars, roadwork etc. Radio, voices and car engine sounds only from front speakers. When driving, you can choose from a few radio stations and skip the songs on the fly.
       


       

      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. Or visit gallery for list of all screenshots for this article.
       

      Anti-aliasing
      I've got a few issues with anti-aliasing in The Crew. The main problem is very unstable performance regardless of resolution. MSAA 4x was running fairly OK with expected framerate drop when my car was stationary. When the car moved, the framerate plummeted to unplayable levels. Same with MSAA 8x but much more unstable. This is the reason, why there is no benchmark for each AA method. The FXAA had only small FPS drop as it is just a post process filter. I wasn't able to select TXAA on my AMD card.
       


       
      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
      The Crew features only two ambient occlusion methods: SSAO, SSAO plus or you can turn AO completely off. SSAO is much stronger than SSAO plus, but not as precise. Performance drop is only 8% for SSAO, but almost 30% for SSAO plus. Full resolution screenshots: Off, SSAO, SSAO plus.
       


      [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
      Dynamic shadows can be turned off or set to one of four level. Each level is increasing shadows resolution and Contact hardening Soft Shadows should blur some of the hard edges, but I haven't noticed any major difference from High setting. Performance drop noticeable from Off to Low (around 10%), but negligible for additional levels (around 2%). Soft shadows option is exception with performance drop of 21% from no shadows. Full resolution screenshots: Off, Low, Medium, High, Contact Hardening Soft Shadows.
       


      [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
      This setting is managing polygon resolution of the game's assets and object's cutoff distance from camera. Performance impact is not very substantial and from Low to Ultra the FPS drop is only around 6%, image quality is much better though. Full resolution screenshots: Low, Medium, High, Ultra.
       


      [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
      Textures is the only setting, that requires resetting the game (that is why the car in the screenshots has different color). Impact on the game is rather questionable. From the screenshot the roadway on the right side of car has little bit more details on Low setting and I haven't found any difference on other textures. But that could be affected by weather or the bump map could be generated every time the game is loaded. Nevertheless other textures stayed pretty much the same regardless of texture setting and average framerate also stayed at the same level. Full resolution screenshots: Low, Medium, High, Ultra.
       


      [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
      I haven't noticed this effect during gameplay but it is heavily used during cutscenes and in the garages. Performance impact is around 5% for Low and 10% for Ultra. Full resolution screenshots:Off, Low, Medium, High.
       


      [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
      Grass setting controls amount of grass billboards in the world. Performance impact of Medium setting is almost none, High setting will cause 5% framerate drop. Full resolution screenshots: Low, Medium, High.
       


      [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.
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