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1) With this setting you're telling your GPU to report TSW that it supports resolution that is higher than actual resolution of your display. To use it you should select respective screen mode in game settings. Your GPU will then scale rendered image down to your display resolution to display it. Also be aware that in DSR context "2x native resolution" means 2x larger screen area, i.e. total number of pixels. So 1920x1080 with 2x DSR wold be 2715x1527 with not that much of a difference. To get supersampling to 4K you should use 4X DSR
2) This setting has nothing to do with the first one. It uses internal supersampling of Unreal Engine, so you can use it instead of DSR. This time it works another way, so 200% from 1080p would equal supersampling to 4K.
If you are using both of these options, effect multiplies. With 4X DSR and 200% screen persentage you would get UE rendering game in 8K. Ugh, good luck with that.
Supersampling is heavy, but if your rig can pull it off, you could definitely use it instead of TAA to solve ghosting.
Hope that helps in some way.
I have 2 x GTX 980 but my understanding is that UE cannot make use of SLI.
Fps stays in the yellow most of the time occasionally dipping into the red or green.
All game settings are at default except for the screen size at 200% and screen resolution at 1920 x 1200 to match my display.
CPU never gets above 40% utilisation and same for memory.
If you have any more tips you would care to share I would be glad to hear them.
Thanks again.
For now TSW:HH can't efficiently utilize multiple CPU cores, sadly. So CPU can be not utilized fully and be a bottleneck at the same time ¯\_(ツ)_/¯ Let's hope next major update fixes it.
That's ok, even single 980 should work good, unless you want 4K@60fps or more. Single 1080 is almost good for that, but alas, much of the time performance is hindered by CPU-bound parts of the simulation.