Gears of War 4 PC Performance Review

1080p Performance

Gears of War 4 PC Performance Review

1080p Performance

At 1080p Gears of War 4 is actually pretty easy to play at Ultra settings, with both the RX 480 and GTX 1060 easily achieving framerates of over 60FPS.  Even our relatively low-end R9 380 and GTX 960 are able to achieve a solid 30+FPS at Ultra, with a few reductions in settings allowing gamers to get the average framerate above 60. 

Gears of War 4 shows that a game can have both cutting edge visuals and great PC performance, which is something that games like Mafia III should learn from.  

 

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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