


- Benchmark test gpu unreal engine 4 1080p#
- Benchmark test gpu unreal engine 4 upgrade#
- Benchmark test gpu unreal engine 4 Pc#
Shadow Quality: Downgrades the shadow map resolution and doesn't soften the shadow edges as much, but improves performance 12% (75 fps). Shading Quality: This also didn't affect performance. Post-Processing Quality: This did not affect performance at all, so you can just leave it on Epic. It also improved performance by 12% (75 fps). The baseline performance was 67 fps, for reference.Īnti-Aliasing: Turning this off barely changed performance (68 fps) but the jaggies are very bad, especially in motion, which the screenshot doesn't properly convey.Įffects Quality: Setting this to low improved performance by 6% (71 fps), with little difference in image fidelity, at least for the chosen scene.įoliage Quality: Turning this to low removes a lot of the extra foliage (and debris), which is very visible. We then turned each setting down to minimum, let framerates stabilize, and grabbed a screenshot.
Benchmark test gpu unreal engine 4 1080p#
Running quickly through the individual settings, the above images were all captured on an RTX 3050 running at 1080p with maxed out (Epic plus TAA High) settings. It also supports DLSS 3 Frame Generation if you have an Nvidia Ada Lovelace graphics card (RTX 40-series). The game supports FSR2.1 on all GPUs, XeSS on all GPUs, and Nvidia DLSS on RTX cards. Separate from the presets are the upscaling and (if you have an Nvidia GPU) Reflex options. High and Epic appear to use "TAA Low" as well, rather than "TAA High," though there's not a huge difference. There are lots of jaggies, whatever the setting (which you can't see as all the custom options are hidden on the other presets). One of the noticeable changes between the various presets is that Low and Medium have weak anti-aliasing (AA) - it's disabled on Low, and I think it uses FXAA Low on Medium. Real-time shadows move across the environment, and the lighting in general just looks a lot better.
Benchmark test gpu unreal engine 4 upgrade#
Unlike Dead Island 2, there's a more noticeable difference between the various settings, and Epic in particular provides a pretty substantial upgrade to the visuals. Redfall uses Unreal Engine, with four graphics presets plus custom: Low, Medium, High, and Epic. Hopefully the Arkane heritage comes through, though we'll have to see as we haven't played through much of the story. The game comes from Arkane Austin, the studio behind the Dishonored series as well as Prey, Deathloop, and Wolfenstein: Youngblood. It's an open world game (with two different maps, though once you leave the first map there's no going back). It also supports FSR 2.1 and XeSS, however, so non-Nvidia users aren't left out. Redfall is being promoted by Nvidia and it features DLSS 3. But that's about where the similarities end, at least as far as the games are concerned. Redfall also deals with the undead, though here it's vampires rather than zombies.
Benchmark test gpu unreal engine 4 Pc#
Redfall uses Unreal Engine 4, just like Dead Island 2, so this makes for a contrasting view of sorts to our Dead Island 2 PC benchmarks.

We've benchmarked the game on many of the best graphics cards to see how it performs and what settings are best for various GPUs. We received early access to the game for testing and review purposes, and since we're Tom's Hardware, that primarily means testing. Redfall arrives on PC and consoles starting May 2 (or May 1, depending on your time zone).
