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 play mostly maxed out, but with a few things dialed down. I only use very high RT reflections (No RT shadows or RTAO - regular shadows looks very good when set to very high), but I use very high settings for the RT geometry. RT distance is set to 5 (this is a perf. killer at higher settings and 5 looks good after much testing, only very distant objects are culled from the reflections).
With the above, my frame rate fluctuates wildly between just below 60 fps up to 120+ fps. When I dip below 60 fps the game stutters when swinging.
What I do is use FSR frame generation to hit a locked 120 fps. On the rare occations where the game dips to around 100-110 fps it doesn't stutter. The game feels so much better overall using FSR frame generation. With a DLSS upscaled image base, FSR frame gen is pretty neat. (I haven't tried DLSS frame generation as I hear it is fairly buggy with newer drivers, and I currently have HAGS disabled). FSR frame gen works perfectly without HAGS.
On most PCs I'd say you need frame generation for a smooth experience when pushing visuals with demanding RT settings.
Its normal for a CPU to not be at 100% utilization at all times. I really don't understand this complaint unless there is actual performance problems that are being noticed. Performance is in constant flux between the cores at any given period of time as it's always utilizing and then offloading to other cores and threads. Plus games have a ton of variability in performance costs which is also a factor. It's not running a very specific task that does not vary in intensity and demand costs and therefore should not be in a state of max capacity.
which is crazy because almost all high end ddr4 is better than most ddr5