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PC Report: Dead Rising - Optimized Video Settings


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

 

Developed by QLOC and published by 2K Games. The game was released on October 7, 2016 for Windows only.

System Requirements

Minimum

  • CPU: Intel Core 2 Duo @ 2.4 GHz or AMD Athlon X2 @ 2.8 GHz
  • RAM: 2 GB
  • HDD: 8 GB
  • GPU: AMD Radeon HD 6770, NVIDIA GeForce GTX 550 Ti (DirectX 11)
  • OS: Windows 7, 8.1, 10 (64-Bit)

Recommended

  • CPU: Intel Core i5 Family or AMD Equivalent
  • RAM: 8 GB
  • HDD: 3 GB
  • GPU: ATI Radeon HD 7790, NVIDIA GeForce GTX 560 (DirectX 11)
  • OS: Windows 7, 8.1, 10 (64-Bit)

Editor's System

  • CPU: Intel Core i5-6500 (Skylake)
  • RAM: 32 GB DDR4 2133MHz (Kingston HyperX Fury)
  • SSD: 500 GB (Samsung 850 EVO)
  • GPU: MSI R9 380 4 GB
  • OS: Windows 10 (Version 1607) (64-Bit)
These system requirements aren't too demanding but a graphics card which supports at least DirectX 11 is needed in order to actually run the game, along with a 64-Bit system.

 

Most modern systems shouldn't have any issues running the game at smooth a framerate, even at ultra high resolutions. However certain resolutions are not listed such as 1366x768.

 

Video Settings

 

The game currently doesn't have a field of view setting, there's also a depth of field effect present in the game which cannot be disabled.

 

V-Sync and Framerate

Currently the game has some microstuttering issues in larger open areas, as a workaround set the Framerate setting to 60 or Variable (for high refresh rate screens). Set VSync to On.

 

Ideally the V-Sync setting should always be enabled to lessen the amount of microstuttering and to ensure a smooth framerate distribution.

 

Frametime Benchmark 60 FPS No VSync

Frametime Benchmark 60 FPS VSync

 

While using a Variable framerate, disabling the V-Sync mode can lead to a very large delay in milliseconds before a frame is drawn, causing extra microstutter.

 

Frametime Benchmark Variable Framerate No VSync

Frametime Benchmark Variable Framerate VSync

 

Antialiasing

The MSAA setting does a pretty poor job at masking most jaggies, any differences are very difficult to spot even while using values higher than MSAA X2.

 

 

 

 

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

Antialiasing Animated Comparison Far

Antialiasing Animated Comparison Far

 

There's a strange flickering effect which is most likely caused by the lack of any proper antialiasing techniques.

 

 

 

 

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

Antialiasing Animated Comparison Close

Antialiasing Animated Comparison Close

 

On lower end systems this setting can dramatically affect the overall performance, lower or disable this setting if needed.

Antialiasing FPS Benchmark

 

Motion Blur

As the camera moves blur is heavily applied over the entire scene, some artifacts are also often present. This setting mainly comes down to user preference, otherwise there is very little point in keeping this setting enabled if a higher framerate is needed.

 

Frank Blur

 

Once this setting is applied the overall framerate will be impacted, even when no motion is present, as such this setting should be disabled if a higher framerate is needed or if the game is stuttering.

 

Motion Blur FPS Benchmark

 

Shadow Quality

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

 

 

It mainly affects very specific entities, such as certain decorative objects and all characters.

 

 

Notice how the door and the main character are no longer brightly glowing.

 

 

 

 

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

Shadows Animated Comparison

 

Not all objects benefit from this setting, certain entities will still be using lower quality shadows such as the electrical's panel power cord. This issue is often visible in certain cutscenes on most characters.

 

 

 

 

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

Shadows Poor Animated Comparison

 

When this setting is enabled all characters will begin casting their own shadows, it also changes how they look when under other shadows.

 

 

 

 

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

Character Shadows Animated Comparison

 

This setting has a minor performance impact in enclosed spaces with no characters.

 

Shadow Quality Setting Benchmark (Corridor)

 

In areas filled with zombies expect large performance drops, all actors will cast their own shadow. Disable this setting if needed.

 

Shadow Quality Setting Benchmark (Zombies)

 

Depth of Field

Currently this setting cannot be disabled, this effect is very heavily used throughout the entire game in order to mask poorly aliased areas. It is also used very often during most cutscenes in order to give the game a more cinematic look.

 

Depth Of Field Cutscene 1

Depth Of Field Cutscene 2

 

Notice how the lights and the signs are almost completely out of focus.

 

Depth Of Field Hallway

 

Performance Analysis

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

 

For the best experience set V-Sync to On and the Framerate to a value of 60 on normal screens or Variable while playing on a high refresh rate screen.

 

Optimal Settings

 

Whenever an enemy was hit with a melee weapon the game suddenly stopped for a moment. There are constant microstuttering issues in some of the more open areas, however the framerate itself was perfectly fine.

 

Audio

Some basic sound options along with some other general settings.

 

Audio And Camera Settings

 

Controls

Most input settings are located in the Options menu. There have been no issues with the mouse and keyboard controls, some of the default keyboard bindings might feel odd however, make sure to rebind some of the stranger keys to anything more comfortable before playing. Certain parts of interface such as the map feel odd to navigate with a mouse. The game also features some mild mouse acceleration which cannot be disabled.

 

Sensitivity Settings

 

Most keys can be rebound, only certain special keys cannot be used (Print Screen, Scroll Lock, Pause). There's a minor issue where only the Mouse 4 button can be bound, the Mouse 5 button isn't being detected by the game.

 

Keyboard Bindings Settings

 

All controller buttons can also be reassigned as desired.

 

Controller Bindings

 

These are the optimal bindings used for this system for usual gameplay, a mouse and a keyboard was overall better over a gamepad due to the rather awkward default control scheme.

 

Different Keyboard Bindings 1

Different Keyboard Bindings 2

Different Keyboard Bindings 3

 

Conclusion

Higher end systems should be able to comfortably run the game at pretty high framerates, although the more open areas might be affected by some serious microstuttering issues. As a workaround the VSync setting should be enabled and the frame limiter setting should also be set to at least 60 FPS. On lower end systems or while playing at a higher resolution the shadow quality, antialiasing and the motion blur should all be lowered in order to ensure a smoother experience.

 

There are some minor gameplay issues, one of these being related to the quick time events, which appear when the player is being grappled by a zombie, if such prompts fail to appear quickly mash the A and D, or Q and E keys, along with the Left Mouse and Right Mouse buttons in order to get past this issue. Whenever an enemy was attacked with a melee wepon, the game would pause itself for a few milliseconds, this could possibly be by design however.

 

Overall this is a solid release with a few minor issues, although the video settings could include a few more advanced tweaks but otherwise there aren't any other issues with the game. Performance wise there shouldn't be any major problems.

 

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When I worked on this I was really sleep deprived, I'll clean up the article tomorrow, the important thing was to get it out at least though, I improved it very slightly now while I was slightly awake again. Some of the sentences are kinda weird but that's because of the deadline, I'll improve any oddly writen parts of the article tomorrow.

 

Or at least when I wake up.

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

 

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

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

 

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

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

 

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

Yeah, it's not new thing to have small pause to emphasize the impact, but it's not done by completely freezing the whole goddamn game. Seen some complains and debate with console versions as well and that is something that apparently did not happen with original 360 release and it's clear that the whole game pauses instead of just the animations. 

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Yeah, it's not new thing to have small pause to emphasize the impact, but it's not done by completely freezing the whole goddamn game. Seen some complains and debate with console versions as well and that is something that apparently did not happen with original 360 release and it's clear that the whole game pauses instead of just the animations. 

 

 

I was sure that the pausing was in the Xbox 360 version as well. Can you give a source?

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      Graphics settings


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      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
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      Controls
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      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
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      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
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      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 grant78918
      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 grant78918
      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:
       

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