![]() ![]() Currently, only Nvidia’s RTX 20 line and AMD’s RX 6000 series have dedicated hardware for ray-tracing computation. Doing these computations without dedicated hardware will result in a drop-noticeable best, unplayable at worst-in framerate. I wouldn’t recommend it without a GPU with dedicated ray-tracing hardware. The effect looks great, but it also is computationally expensive. In short, ray-traced reflections will make puddles reflect nearby objects and shiny surfaces look more realistic. Watch Dogs allows you to enable ray-traced reflections if you like. If you have the VRAM to spare, having textures at Very High or Ultra will make the game look great. As long as you can keep this setting at Medium or higher, the game will still look good. Texture quality is, essentially, the image size used for each texture and can be seen as a multiplier for every texture used in rendering a scene.ĭue to the nature of the setting, dropping the texture quality by even one notch brings big savings in VRAM usage. Now think about the image size for each texture. Because textures are generally just images wrapped around the in-game objects and models, this results in hundreds or thousands of small images being kept in video memory. If you’re looking to bring down the video memory requirements to a more manageable level, texture quality should be your first stop. Texture quality should be your first stop. Because Watch Dogs takes place in the bustling city of London, there are plenty of shadows to be cast by people, vehicles, trees, and buildings. The reference image in the settings is the shadows cast by a tree’s leaves. On the flip side, higher quality shadows will reflect more life-like light scattering and diffusion that real shadows tend to have. Lower settings will result in sharper shadows that look more exact. In fact, the shadows setting is one of the most expensive settings from a computational sense. Calculating how shadows are projected can be quite expensive. The game has a lot of dynamic lighting and dark spaces, so shadows will be cast everywhere. You can set this value in increments of 5, so experimenting with it will offer some performance headroom if you really need it. I don’t recommend dropping this setting below 80, as the image starts becoming blurry past that point. However, since this is effectively digital zoom at work, the setting has diminishing visual returns. This can be handy if you’re looking to get extra fps, and works especially well if you’re trying to play at 1440p or 2160p. However, if you drop it by moving the slider left, you’ll notice that the UI tells you what effective resolution for each frame before it is upscaled and anti-aliased. By default, this is set to 100 for all setting presets, with 100 representing the set resolution (i.e. The other setting, temporal render scaling, also affects the rendered resolution. That said, performance even on the lowly GTX 1650 can (just barely) break 30 fps in the benchmark on Very High at 1080p. If you have a lower-end GPU like a GTX 1650, don’t expect to have anything near a playable experience at 4K. As fast as GPUs operate with parallel computation, the fact remains that if the number of pixels to be rendered outnumber the cores available to the rendering pipeline, each core will have to make multiple passes to finish the frame. Like Microsoft Flight Simulator, one of the biggest determinants of performance is resolution. Considering most settings don’t have a numeric value-instead relying on one of “Off,” “Low,” “Medium,” “High,” “Very High,” or “Ultra”-it can be yet another way to estimate performance. While it doesn’t give a numeric readout like the video memory bar, keeping the stress on the GPU will mean it will render each frame a little faster. The settings UI also estimates the load on both the CPU and GPU with the current configuration. In short, when in doubt, check that bar and keep it in the blue. While this may not take much time in absolute terms, every millisecond matters when it comes to the rendering pipeline, and waiting for data I/O even over PCIe Gen 3 or 4 will be slower than accessing the local memory on the graphics card. The big performance hit from having too little video memory is the transfer of data from system RAM to the video memory before the GPU can work on it. The problem is that the GPU cannot use data from the system RAM. The system memory (RAM) will be tasked with holding any information that won’t fit into the video memory. VRAM is quite fast, and more importantly, on the graphics card. As much as GPU cores and clocks matter, the amount of video memory can have a big impact on frame rates. Generally, this bar can be a first good guide when dialing settings in.
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