Zombie Army 4: Dead War PC Performance Review and Optimisation Guide
PC System Requirements and Graphical Options - DirectX 12 and Vulkan?
Published: 10th February 2020 | Source: OC3D Internal Testing | Price: |
PC System Requirements and Graphical Options
With Zombie Army 4, Rebellion Games has only released minimum system requirements for their game, confirming that their title will work on both Windows 10 and Windows 7 operating systems. For Windows 7, Zombie Army 4 will be unable to utilise its DirectX 12 mode, a factor which will force PC gamers to utilise the game's Vulkan API codepath.
In the conclusion of this article, we will list our recommended system requirements for Zombie Army 4, which will be designed for 1080p 60FPS gameplay at high/ultra settings.
Minimum system requirements
OS: Windows 10 64-bit / Windows 7 64-bit
CPU: Intel i3-6100 (or AMD equivalent)
Memory: 4GB
GPU: Nvidia GT 1030 (or AMD equivalent)
Storage: 50GB
Other: Windows 7 is supported with Vulkan
DirectX 12 and Vulkan
Like Strange Brigade before it, Zombie Army 4: Dead War supports both DirectX 12 and Vulkan, but unlike Strange Brigade, both APIs feature the same feature set. With the Vulkan API gaining HDR extensions after the release of Strange Brigade, both version of Zombie Army 4 can now support HDR on compatible monitors and televisions.
On pre-Windows 10 gaming PCs, Zombie Army 4: Dead War will be playable using the Vulkan API, offering a form of backwards compatibility that DirectX 12 lacks.
Graphical settings
Zombie Army: Dead Wars offer everything that PC gamers should expect from modern titles, with support for ambient occlusion, tesselation, resolution scaling and HDR options. These settings can be adjusted both inside and outside of the game, which is great news for anyone who accidentally sets things to high on a low-end graphics card (resulting in low game menu framerates).
There is no support for features like raytracing, DLSS or other Nvidia-specific features, though the game does offer support for AMD's FidelityFX image sharpening effect, which has a minimal performance impact on Zombie Army 4.
Most Recent Comments
Happy to see the nonbiased performance in this game. Just 2 modern APIs being used to the best degree possible and showing the barely different performance levels of competing cards.
It's also worth noting how Vulkan appears to be superior. The recent R6 Siege switch to Vulkan with Ubisoft stating better CPU performance, and having this game perform generally better with Vulkan, may actually be the fact that Vulkan is just simply faster right now overall. Plus it's also multi-platform. Seems like a no brainer currently(that is unless you want Ray Tracing). |
Khronos has made Vulkan a lot easier to develop for with recent iterations, so it will be interesting to see how things evolve. Right now, DX12 will have an advantage in the near-term if raytracing starts to see wider adoption.Quote
And technically with the wrapper, Vulkan created to help port DX12 code over to Vulkan natively, you could in theory use the RT libraries already. Though I can guarantee it'd be more complicated without the official support to build more off of the ported code.
I don't doubt they are collaborating on a RT library. It's a complicated feature and reducing the effort for developers is key for them using it anyway. Leads to better implementations, shorter development time, and less money spent. Win-Win-Win for everyone. Though again I am definitely glad you are hearing of a collaboration. I would be thrilled for that!Quote
While you aren't wrong, i'd argue RayTracing is less important than raw performance. Ray Tracing is a looooong way from being a standard feature. So i'd take the performance benefit, rather than massive performance penalties for an unequal graphical uplift.
And technically with the wrapper, Vulkan created to help port DX12 code over to Vulkan natively, you could in theory use the RT libraries already. Though I can guarantee it'd be more complicated without the official support to build more off of the ported code. I don't doubt they are collaborating on a RT library. It's a complicated feature and reducing the effort for developers is key for them using it anyway. Leads to better implementations, shorter development time, and less money spent. Win-Win-Win for everyone. Though again I am definitely glad you are hearing of a collaboration. I would be thrilled for that! |
Vulkan's lack of official raytracing support is why only one Vulkan game supports RTX, and it was delivered very late. Wolfenstein: Youngblood. This could also be a reason why id software decided to drop raytracing for DOOM Eternal, or a contributing factor at the very least.
I think the conversation is gonna change very quickly with regards to raytracing. By the end of this year, two consoles and both AMD and Nvidia will support it.
Another factor that's worth noting is that today's RTX series will always be Nvidia's worst-performing raytracing accelerated graphics cards. Future architectures will enhance raytracing capabilities (which will decrease their performance overhead) and increase their normal shading performance.
I believe that Khronos will discuss Vulkan raytracing at GDC, but it will be a while before it becomes a full part of Vulkan (likely with Vulkan 1.3).Quote
It's also worth noting how Vulkan appears to be superior. The recent R6 Siege switch to Vulkan with Ubisoft stating better CPU performance, and having this game perform generally better with Vulkan, may actually be the fact that Vulkan is just simply faster right now overall. Plus it's also multi-platform. Seems like a no brainer currently(that is unless you want Ray Tracing).Quote