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Sergio Perez SP11

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Everything posted by Sergio Perez SP11

  1. Dynamic Optimization has never been confirmed by DF, They said it might be using it. And X1X has better static shadows too
  2. For example X1X can do Forza Horizon 3, Ultra Settings, Native 4K, locked 30 FPS Can a GTX 1080 keep the same settings and double the frame rate to 60? No? Then to me they’re equal in this game
  3. At 4K pretty much. unless you have a 4K Gsync Display (I’ll stick to OLED instead)
  4. Diplo on a GTX 1050 WTF what happened to the Diplo that used to rag on me
  5. From my phone, because I’m bored lol
  6. So is the PC demo available too
  7. I honestly didnt know that, would have saved us both a lot of time if you just said that from the beginning. LMAO I thought Eidos was developing for every system, and if that was the case than input lag would likely by the same for all systems. But since PC is getting NIXXES, which fixed the input lag problems in the last game, than yah, PC probably wont have the Input Lag problems. Hopefully this time they actually fix this damn issue, luckily i don't buy single player games like these until they're like $20 or less. So im giving them plenty of time to fix it
  8. Becaue NIxxes fixed it ya idiot, not because PC and 360 are some magical platforms All the input lag problems ive read about for Rise of Tomb Raider stem from The Xbox One version only
  9. Yawn you're boring https://www.eurogamer.net/articles/digitalfoundry-2015-rise-of-the-tomb-raider-face-off In fact, there is a strong argument that in one sense at least, the Xbox 360 game is actually more playable than its current-gen sibling. On Xbox One, we complained about input latency and its impact on the game experience. It's not unlike Killzone 2 or the initial release of Uncharted 3 - there's just enough latency there to make aiming mildly frustrating at times. Moving to Xbox 360, we were stunned to discover that this same issue does not exist on Microsoft's o
  10. https://www.eurogamer.net/articles/digitalfoundry-2017-how-rise-of-the-tomb-raider-on-xbox-one-x-improves-over-ps4-pro Let's talk basics first - an on-site Square-Enix representative told us that talented Dutch developer Nixxes has handled the port on behalf of Crystal Dynamics. It's an interesting choice bearing in mind that Crystal produced the original Xbox One version. However, the benefits are obvious - Nixxes is responsible for the PC, Xbox 360, PS4 and PS4 Pro versions of the game, and this means that the X version runs with the enhancements made on the latest PS4 update. Ca
  11. i edited it before you noticed. Jesus what is your problem. What makes you expect the PC version to have better input lag if all versions are doing 60 FPS?
  12. https://www.eurogamer.net/articles/digitalfoundry-2018-shadow-of-the-tomb-raider-tech-analysis Xbox One X also manages to deliver 30fps in most scenes but I noticed minor dips occurring more often, with noticeable judder and tearing. Dynamic resolution scaling - assuming it's not already implemented - could definitely help here. Scenes that render at 1080p60 in high frame-rate mode can struggle at 4K, suggesting a GPU bottleneck. Still, even with this issue, I'd have to give the nod to Xbox One X as the best version overall: while the minor tearing is annoying in 4K mode, the extra
  13. GTX 1060 Lowest Setting SMAA 4X 1080p 50 FPS 6EBE46A6-EF2B-4164-8019-C55DD033663E.MOV
  14. X1X will blow the 1060 away, and will be nipping on the heels of a 1070 or surpassing it in this game.
  15. Beefy PC’s struggle too, well at least at max Settings with TAA. 1080p and 3440x1440 below 3440x1440 would be significantly lower res than X1X version
  16. Compressed 720p with an additional 66ms input lag. 66ms input lag is the equivalent of playing natively at 15 FPS lmao Enjoy away hermshits
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