Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I wonder why that is the case... When in-game description of Dynamic objects is "Set the quality to Ultra Low, Low,...", how could anyone figure out what it does without assumptions ? :)
I still wish we had more details on what does what exaclty, like why is tree settings affecting LOD of road signs and how should one figure this out by reading the description ?
How would you explain (in one sentence) that post processing from the lowest setting to low adds screenspace reflections, but adds ambient occlusion from low to medium, and refines both distance and detail to ambient occlusion to high and ultra?
Or how the shader setting also controls screenspace reflections, but differently, and changes how shiny objects behave?
The real problem is that the options affect too many things in game, when they should be split up.
Ambient occlusion should have its own setting for instance, it shouldn't be lumped in with screenspace reflections. Additionally, screenspace reflections quality cannot be altered in general. It's either on or off. It is nice that we can massively reduce the SSR quality on cars, because of how heavy the FPS cost is.
I guarantee this is a Codemasters problem, not EA. As they made similar odd choices in DR2.0. In that game, particles affected birds and insects too.
And you couldn't disable SSR on the hood of your car, even if you disabled SSR completely. SSR is insanely taxing with VR, always bothered me I couldn't switch that off.
One thing I noticed is that when I set the textures to high or ultra, the fps significantly dropped from 80 to 45, even when on dash or hood cam. I have shader set to ultra and it doesn't affect fps. I have RTX 3050/16GB DDR4 RAM/i5
In benchmarks, my card gets almost double the framerate in some games. Probably best to set textures to high, and anisotropic filtering to 8x. The visual difference will be minimal.
https://steamcommunity.com/sharedfiles/filedetails/?id=3078414068
LOL what the heck. Never seen that before :D. GPU?
Did you try ultra since last patch? I compared high and ultra on Norway (because I noticed the grass appearing by chunk before the patch) and could hardly see any difference between both, not big chunk of grass and the draw distance felt the same, so not sure the FPS cost for ultra worth it anyway (it's like 10+ fps on the ultra low performing 16 km stage at Monte Carlo).
I saw you talked about Malti in Italy to test, I'll check that tonight.
Trees on ultra thankfully keeps the draw distance quite high for things like fences, gates and other random clutter.
It's strange how draw distance is controlled by the dynamic objects and trees settings, though. Totally the wrong names for both lol
I get similarly weird looking reflections on a 4070ti
Can i ask why we must run in borderless window to avoid stutter and input lag ? Is this some kind of bug for this game only, or something that we have to do for all games ? I thought that VRR works on Fullscreen and Borderless .