Assassin's Creed: Origins PC Performance Review
High Resolution Screenshot/graphical comparison - Lowest to Ultra High settings
Published: 29th October 2017 | Source: OC3D Internal Testing | Price: |
High-Resolution Screenshot/graphical comparison - Lowest to Ultra High settings
In this initial scene, it can be easy to say that the difference between most of the game's graphical presets are minor until each image is closely inspected.
This scene is designed to showcase the changes in the game's distant details when using each of Origin's graphical presets, with changes being fairly notable until we reach the game's maximum settings.
Even when moving from Lowest to low we can see a notable graphical improvement in Assassin's Creed Origins, from texture detail on the player character to the addition of distant objects. We can even see changes to the geometry of the farthest mountain in the distance, as well as
Moving up to the game's medium preset we can see that Volumetric Sounds have been added to the game, and reflections on the water become visible, making the world appear much more realistic. A lot more distant detail is shown, from shadows on the walls surrounding the temple in the distance to more detailed road textures in the medium distance. We can also see that some of the mountains in the distance also see a large increase in detail.
At high settings, we can see a continued improvement to distant details, which results in less noticeable pop-in when playing the game, though the drawing in of roadside weed and other object model transitions can be easy to spot when you are looking for them.
Assassin's Creed Origins' Ultra High Settings are designed to maximise the game's draw distance for a lot of in-game objects, resulting in the game producing some highly detailed distant geometry, as can be seen in the game's distant fences and when noting the detail of several distant objects when comparing our Very High and Ultra High images up-close. Ultra High settings will remove a lot of the game's noticeable pop-in and detail transitions for objects, though it does have a significant performance impact.
Most Recent Comments

Apparently the horrible CPU usage is caused by UBI doubling up on DRM. Pretty shady move imo passing the buck to the consumer by upping the game requirements, rather than, stopping piracy themselves
|
Something like Punkbuster(older BF games) could cause performance issues. But that is because it runs in real-time and is constantly on your internet connection. Anti cheat software like this can cause an impact. DRM won't. I'm sure there is some crap DRM out there that will. But reality is any big AAA company or half caring indie Dev would use a good DRM.
The performance issues is simply due to optimizationQuote
DRM has virtually no impact on performance. DRM runs at launch. It would only extend loading times if that.
Something like Punkbuster(older BF games) could cause performance issues. But that is because it runs in real-time and is constantly on your internet connection. Anti cheat software like this can cause an impact. DRM won't. I'm sure there is some crap DRM out there that will. But reality is any big AAA company or half caring indie Dev would use a good DRM. The performance issues is simply due to optimization |
I don't know

But still, if Ubi is having their own DRM, which they have a right to, then performance issues are on them. Still, even a 8700k is only being used 50% according to a person in that thread. So it's not CPU bound.Quote