SHADOW of the Tomb Raider graphics preparations
To begin with, it is worth saying, I understand that a similar blog or even a heading will be much more interesting in the framework of analysis of a more popular and new game. Tomb Rider is no longer new, but he has a built -in benchmark that allows you to get more accurate results, and also eliminates the need to make recording tests. Although I gave the records, for the textures I considered them important, they will more accurately evaluate the download of the video of the memory, but most of the test is presented in the form of screenshots of the results. In any case, I’m waiting for comments on this subject.
FullHD is chosen due to the fact that I still consider it the most popular screen resolution. Perhaps I am mistaken, but I must give an explanation, then I will operate on such concepts as the volume of a video used, in another screen resolution, these values will be different.
Let me not engage in graphomaniac (if you read my previous blogs, you know that I am still an amateur) and I just say that this blog is only a pen test and I am open to sentences, unless, of course, this format is interesting. I will also not talk about the absolute accuracy of what you will see further, because I do similar for the first time and mistakes are possible. I am especially worried about the tests on DirectX 11, there was one problem.
And most important, this is not a test of iron! This is a test of game, how she reacts to changing graphics settings. What is what is for and what load gives to iron. Although if you planned to buy RTX2070, you can evaluate that it can.
Introductory data
Processor: Intel® Core ™ i7-8700K
Video card: Nvidia RTX 2070
RAM: 24 GB.
Game: Shadow of the Tomb Raider
Version: Steam, V1.0 Build 458.0_64 (the last update at the moment)
Textures, DirectX 11
All settings are minimum, the lock of personnel on 60 FPS, screen resolution 1920×1080
Tector configuration, expected, affects video memory, the better the textures used, the more they load it. Influence on the processor, video card and RAM minimum. But it is worth understanding that RTX 2070 8 gigabytes video memory, if your video card has smaller volumes, then you may encounter lags and unpleasant texture subgriniating, which is called before your eyes. This quite strongly affects perception and immersion.
The diagram presented above demonstrates the difference Nodepositbonuscasinos.co.uk in video memory loading, the main jump occurs between medium and high and is 2 gigabytes, the difference between low and average 600 megabytes, and between high and ultra in the region of 1 gigabyt. You can watch more accurate data in the video.
Texture filtration, DirectX 11
On the Internet, you can find a similar phrase:
The higher the degree of filtering, the more clearly the surfaces in the distance will be. This parameter affects the overall quality of the picture quite strongly, but at the same time it practically does not load the system, so we advise you to always exhibit 8x or 16X in the “Filtering of Textures” column.
Internet
And in general, the way it is, modern video cards have a separate module that is engaged in filtering, unloading the graphic nucleus. Let’s check these statements:
All settings are minimum, the lock of personnel on 60 FPS, screen resolution 1920×1080
The test shows that the influence is really minimal.
But the race by video memory we have. On the diagram it looks dramatic, but is only 100 megabytes. However, here I wondered whether the races will change during higher quality textures. We filter textures?
All settings are minimum, the textures are average, the lock of the frames on 60 fps, the screen resolution is 1920×1080
All settings are at least, the textures are high, the lock of the frames on 60 fps, the screen resolution is 1920×1080
All settings are at least, the textures are high, the lock of the frames on 60 fps, the screen resolution is 1920×1080
This is the conclusion, if you are in the conditions of the strict savings of video memory, then you should be set by trilneal filtration, in the case of the ultra textures, this will allow you to get almost 230 megabytes, but the difference between 2x, 4x, 8x and 16x is minimal.
Shadows, DirectX 11
Here Shadow of the Tomb Raider began to amaze me, I even wrote a small workpiece about downloading a video processor, I wanted to use the Lock of the frames to measure the difference in the loading of the GP, but … In general, see for yourself: see for yourself:
All settings are minimum, the lock of personnel on 60 FPS, screen resolution 1920×1080
Yes, the difference with the shadows disconnected, if you look closely, there is a video, the nucleus is loaded on average by 4-5 percent more, but the difference between low, medium, high and ultra is practically absent. Throwing attempts to freeze the loading of the GP as a percentage, I conducted a test of a different nature, put all the values to the maximum, turned off the Lock FPS. From here, the results of the benchmark are already demonstrated, and not just the first scene.
