![]() ![]() Moreover, that room did not have anything to stress the CPU. While facing them from a different angle, our framerate dropped at only 75fps. What was that? You think that the fallen enemies and their gibs were the cause of that low performance. When we moved a little bit forward, our framerate increased and was around mid-80s (GPU usage also increased to 90%). ![]() As we’ve already shown, in the following scene we were averaging around 55fps with low GPU usage. Shadow Warrior also suffers from various un-optimized scenes. And before people start yelling, the purpose of our analyses is not to brag about the game running without slowdowns but to see what the heck is happening with a game, and whether it has been optimized (whether that covers proper keyboard indications, multi-core CPU or GPU support, FOV sliders, or whatever you can think of). However, this does not mean that the game is ‘optimized’ or that there is no room for improvements. Yes, PC gamers with newer CPUs – that offer better performance per core – will be able to overcome this limitation. In terms of console specs, that is around two CPU cores of PS4 or Xbox One. A CPU core, running at 4Ghz or even more, is just sitting there doing nothing. Ironically, most players would not experience any performance issues at all, provided the game was utilizing more than three CPU cores. We are really puzzled here as to why Flying Wild Hog decided to let the CPU handle this graphic setting. Not only that, but the Mirrors setting is hitting the CPU hard for no apparent reason. Although the performance difference between a dual-core and a tri-core is around 10-15fps (give or take), the difference between a tri-core and a quad-core is non existent. To our surprise, Shadow Warrior does not take advantage of four CPU cores. Shadow Warrior is built on Hard Reset’s engine, which is why the aforementioned SLI bits are working wonderfully. It’s not as bad as let’s say the one in Bioshock: Infinite, but it can be easily noticed while moving around. The only downside of this custom SLI workaround is that it introduces a minor micro-stuttering effect, something that might bother some gamers. When we enabled SLI, our framerate sky-rocketed and – in some cases – doubled. ![]() By completely disabling AA, owners of GTX680s will be able to enjoy constant 60fps (at Ultra settings, provided Mirrors are disabled). Make no mistake, a simple GTX 680 is not enough for this game as it was hovering around 30-40fps in some scenes (when we ran the game in Single GPU mode). Even though our SLI scaling was great, the game ran mostly with 60fps, and was dropping sometimes to 55fps (we should note that ‘Mirrors’ were disabled). Before continuing, know this Shadow Warrior is a really demanding game at its max settings. Special thanks to NFOHUMP’s member “Sabin” for figuring it out. If you’ve followed the guide, congratulations, SLI should be working fine now. In addition, you’ll have to make the following adjustments in order to enable the game’s SLI support. All you have to do is search for the “SW” profile (this profile is included in the 326.80 Beta drivers), and add the following SLI compatibility bit: “0x02C00005”. The green team has not provided any SLI profile for this title as of yet, however PC gamers can easily enable it by using their trusty third party tool, Nvidia Inspector Tool. Today we have the pleasure to take a closer look at Shadow Warrior’s remake a game created by Flying Wild Hog, the company that brought us Hard Reset.Īs always, we used an overclocked Q9650 (4Ghz) with 4GB of RAM, an Nvidia GTX690, the latest version of the GeForce ForceWare drivers and Windows 7-64Bit. Hello and welcome to yet another Performance Analysis. What happens though when a graphics option hits the CPU hard, causing low performance that could have been easily avoided with proper multi-core support (or you know, by letting the GPU actually handle that setting)? But let’s take things from the beginning. What’s the point of creating a PC game when it cannot take advantage of more than three CPU cores? Hell, I would understand that if a game did not stress the CPU. You know what? I seriously don’t understand game developers. ![]()
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