Gears of War 4 PC Performance Review

Graphical Options and Settings

Gears of War 4 PC Performance Review

Graphical Options and Settings

 

Gear of War 4 has a huge graphical options menu, allowing PC gamers to change every graphical option that they could desire, be it adding a framerate limit, a resolution scale or even going deeper into the options to adjust the game's 20+ graphical options. 

Each graphical option will detail how much it will affect CPU, GPU and VRAM usage, allowing PC gamers to know exactly which options they will need to adjust to get their desired framerate in game. 

One other option that has been included in Gears of War which is a must have for any UWP game given that they are incompatibile with most framerate monitoring programs, which is built-in performance metrics, which will allow gamers to see if their framerate is being limited by their CPU, GPU or VRAM. This option makes it much easier for PC gamers to adjust their in-game settings for optimal performance. 

 

Gears of War 4 PC Performance Review

 

In the advanced graphical options menu Gears of War 4 gives gamers the option to adjust several DirectX 12 features within the game, including whether or not to utilise Asynchronous Compute or Tiled Resources to improve the game's performance. 

Alongside these DirectX 12 options, the advanced settings menu also provides a Dynamic Resolution Scaling option, which is a technique that both the Xbox One and PS4 use to dynamically change a game's internal resolution to achieve a desired framerate. 

  
Gears of War 4 PC Performance Review  

One other nice option that The Coalition has added to Gears of War 4 is the ability to set the game to easier to use for colorblind people, allowing gamers to set the game to several color blind modes in order to adjust the game for their vision.  

 

Gears of War 4 PC Performance Review  

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Most Recent Comments

13-10-2016, 16:23:05

AngryGoldfish
For every turd there is a chocolate bar.Quote

13-10-2016, 18:14:42

gijoe50000
Would be nice of they optimized the textures/game for certain amounts of vram. Having 4210MB makes no sense since the level down for 1080p is 2770MB. Everyone with a 4GB gpu will be missing out here.

There seems to be a huge gap between ultra and high..

It would make more sense to have the vram optimized as, say: 6GB for Ultra, 4GB for very high 3GB for high 2GB medium.
Does that make sense?Quote

13-10-2016, 18:47:06

NeverBackDown
Strange the only card using Async from Nvidia to lose performance was actually the 1080Quote

14-10-2016, 04:26:27

AlienALX
Might actually pull the trigger on this once I'm done with Mafia III (not even started yet lol).Quote

14-10-2016, 09:11:55

SPS
Quote:
Originally Posted by gijoe50000 View Post
Would be nice of they optimized the textures/game for certain amounts of vram. Having 4210MB makes no sense since the level down for 1080p is 2770MB. Everyone with a 4GB gpu will be missing out here.

There seems to be a huge gap between ultra and high..

It would make more sense to have the vram optimized as, say: 6GB for Ultra, 4GB for very high 3GB for high 2GB medium.
Does that make sense?
In UE4 you set a pre-defined texture streaming pool, this can either be set exactly or it can be set to be a percentage of VRAM. The streaming system well then only stream in the correct mips per texture where it is able to do so. If the texture pool is set to 20% of VRAM at low settings using 1080 (which has a fair bit of VRAM), it's possible that the VRAM report actually shows more VRAM being used than necessary. Once the pool is full it will only stream out textures when the memory being used is required for use by a texture coming into view. This helps prevent wasted time streaming out textures for the sake of it.

https://docs.unrealengine.com/latest...res/Streaming/Quote
Reply
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