Whats more, such simple postprocessing filters should not tank FPS so dramatically, even with a severe CPU bottleneck.
That alone is not just unoptimized, its a severe bug.
Whats more, such simple postprocessing filters should not tank FPS so dramatically, even with a severe CPU bottleneck.
That alone is not just unoptimized, its a severe bug.
Well thats very subjective, as I usually can't stand TAA and like SMAA.
60 hz has always been the bare minimum any display supports, so if any game is picking something below that then something has gone horribly wrong. But really, games should be using the current desktop refresh rate as the default, because you know it's supported and makes things like alt+tabbing considerably faster even in exclusive fullscreen.
Reading Reddit and going down to 1080p mediumish with depth of field turned off and it's fine, 30fps. It's a very fun game!
I have absolutely no idea why they didn't turn the defaults down. It would have been a 5 min config change surely and the impressions of the game would have been vastly vastly better.
It does look terrible for me though, despite being fun. The shadows are terrible and there are loads of rendering glitches.
I'm also a bit concerned now my city is getting bigger at how poor the traffic wayfinding is. Seems to be as dumb as CS1 (with no mods) which is really bad, with the added nuisance that the traffic cycle seems to be basically 0 cars until rush hour then a massive flood of traffic.
It's actually quite ironic that all I really wanted from CS was faster performance in bigger cities (huge fail from CS2 here), better traffic simulation (jury is out but isn't looking great) and better road tools (this is what cs2 is great at).
They should never be so intense.
Some shaders unintentionally scale nonlinearly with resolution, and I'm thinking that may be the case here.
It's usually a pretty obnoxious effect even in action games, the first thing to turn off if the option exists...
Motion blur looks like a movie. Without it it's just a slideshow no matter how quick.
Fast action doesn't turn into a shaky smeary mess, and there's no '24fps camera panning' judder as you look around
At 24fps motion blur in games or 3d movies is bad. But at 120fps or more motion will never look well without it.
Even in the 90s, the developers of 3D arcade racing games were well aware of this, ensuring that the original arcade versions of games like Ridge Racer, Daytona, and Sega Rally ran at 60fps, rather than sacrificing that smoothness to add more detail. And those games looked spectacularly good for their time.
I don't really like DoF anyway :P
Isn't that just LOD, and is done regardless of whether dof is enabled or not?
What?!? No it doesn’t. It uses the depth buffer to progressively box blur or gaussian blur the frame post-render.
https://lettier.github.io/3d-game-shaders-for-beginners/dept...
Nowhere are they replacing models, replacing textures, or anything of the sort. I suspect the issue here is that box blur with a sampling of 3x3 is exponential performance hit at 4k vs 1080p. By a factor of 8x due to the extra sampling lookups.