@@bad_emil8945 Yep it looks like it's needed for this game unfortunately. Hopefully modders will fix the horrible face and hair design too as well as the AI.
I noticed image quality degrading over the years ever since algorithmic upscaling, frame generation and ray tracing became the norm. There is noticable dithering on alpha textures and transparent effects, the entire image seems blurry and shimmery and appears to be "moving" and warping like clouds do, even when there is no camera movement. Low resolution ray traced reflections suffer from dithering and flickering. Shadows and elements blocking parts of the screen show ghosting... I mean, it looks fucking horrible. There are so many unwanted side effects and artifacts, I'd rather go back to old school tech and rely on clever enginuity than brute forcing hyperrealistic calculations with low resolutions because the hardware is still not there. Even high end GPUs can't handle high native resolution ray tracing without relying on upscaling trickery that fucks up image quality. I mean we have all this fancy ray tracing tech nowadays but Uncharted 4 still looks way more impressive and believable AND has better image quality because it relied on artistry, enginuity and developers polishing their game rather than using lazy upscaling tech. I really hate where this is going right now.
exactly this whole raytracing dlss crap is such a gimmick none of these newer games give me a jaw drop NEXT GEN graphics feel for the type of performance we get rdr2 looks way better than 99% of these new releases and performs wayy better I looked at bioshock infinte reflections the othe day on oc and man that game is a prime ex of how refelctions should be without needing ray tracing devs have become lasy with ssr and make these grainy looking reflections that make the game look fuzzy so you left with the option to enable ray tracing or just turn it off smh
Game looks great , I've no problems on my 4080 . Runs smooth at ultra . With or without frame gen . Maybe you have your rig setup wrong or should get a better gpu . Game is fun and looks great .
@@Xilent1 The huge player numbers are mostly coming from China, not taking anything away from the game. It's just that it really resonates with Chinese people, because of it's cultural context.
It's ironic how they promoted 16:9 as a feature in the PC trailer, meanwhile the common 16:9 format in this game is broken on PC. On consoles switching from 21:9 to 16:9 doesn't zoom in, just removes the black bars.
how is it broken? I think it's working how it should. 21:9 mode showing more content on the sides as if using an ultra wide display. I think the 21:9 mode is broken console, since it's not showing anymore content on the sides and it's also worse or same performance when it should be better performance since using less pixels. (but part of that might be due to the dynamic res that's being used on consoles, the 21:9 mode on consoles could be staying at the high end of the dynamic resolution.)
Everything is ok on PC. On consoles 21:9 is badly implemented because you don't get a wider FOV compared to 16:9. It's like playing a zoomed 16:9 video to fill the screen on a 21:9 monitor.
2560x1080 is still 1080p my friend, those numbers refer to vertical resolution, think 21:9 and 16:9, it's the 9 therefore even if 16 goes up to 21, the 9 remains, right? So the 1080 remains, therefore it is 1080p
@@luisguerreiro8045 Yeah but this isn't adding extra screen on the side to achieve the widescreen. It's just reducing the vertical, which inturn physically reduces the amount of pixels from the "1080"
@@luisguerreiro8045 That's not what the game is doing. It's taking your 1920x1080 real estate and only showing you 1920x822 of it. That's why performance is better, it's showing you less pixels.
Daniel. I’ve been watching you for years now and you have become a staple in my world. I love the way you explain things. You’re one of the few tech TH-camrs who makes me feel as if I’m being taught rather than just being explained to. Idk if that makes sense, but I assume it’s because of your career 😅. Thank you for what you do. I’m here for every video just like my grandma watched every episode of general hospital lol 😂
@@what-di3vb probably that person grew up with a difficult life where he is ridiculed for expressing himself, so now he is just replicating that behavior online
I see a lot of people confused about 21:9 mode. What they do is that they have different FOV for 21:9 and 16:9 and they prioritizing matching the vertical FOV, meaning that you get wider FOV on 21:9. As for rendering resolution, 21:9 will have less pixel at the same horizontal resolution vs 16:9, meaning 21:9 is rendering at 1920x820-ish. And yes, changing FOV is basically zooming-in, but I think some people think that 16:9 is just 21:9 being cropped and upscaled/resized to fit 16:9. No, it doesn't work like that. Having said that, IIRC, Digital Foundry have different result on console as in 21:9 mode is basically 16:9 with black bars on top and bottom and somehow using 21:9 actually have lesser performance on console. Either their game is not the release build or there is something wrong with the console version. Also as far as correctness, when I saw the 21:9 on DF video, the 21:9 is too tight, thus I feel that the PC version is probably the correct one. Basically 21:9 on console make the game harder to play.
0:55 it doesn't draw new pixels on the top and bottom. it literally just zooms in. You don't see more above or below. That also explains why we can't see the railings in the left anymore, it just zooms in.
it does draw those extra pixels, hence the fps drop when you go to fill screen. The problem on pc currently is it zooms in. its still drawing those pixels, its just chopped off on the sides and you dont see them. its an issue currently. it should just fill in the black bars like it does on console. it shoudlnt be zooming in. hopefully they patch this quicky.
@@samhawkes6597 It's working correctly on the pc. It's keeping the y axis identical between 16:9 and 21:9. If it kept the fov for the x axis, you would have more useless viewspace on the ground and the sky and opponents would be smaller and harder to hit. Ultrawide might make the game more immersive, but it's significantly harder to play.
I spoke with a developer from the studio that works on this game engine. He explained that the "biased" upscaling setting is their attempt to tweak the scaling so that the visual output matches what you get at 4K. So for example, if you run 1440p Balanced upscaling with "biased" on, it tweaks the upscaling to look like the visual output of the 4K Balanced mode, so this will adjust the internal resolution upward and decrease the performance bump but presumably look better.
FYI you can change the FOV in the settings to compensate for the cropping that the 16:9 ratio causes on PC. You can also pay $18 to rent the game on Ubisoft Connect for a month. This includes early access.
That was the immediate question I had. If there is an FOV adjustment in the settings to get it pushed back to something more tolerable then the view change isn't much of an issue.
Is this not how ultrawide works in any game? You see more of the game world on the left and right sides. This would be as if you started Ghost of Tsushima with the 21:9 setting enabled by default on your 16:9 screen. The FPS loss in 16:9 is baffling though
0:50 The 21:9 mode on PC, unlike on consoles, seems like a true 21:9, which is to say it adds extra content on the side so you get a wider field of view. On the consoles, it just crops into the 16:9 image to get 21:9 frame. However, even on the PC, if you go 21:9, your vertical resolution remains the same but your horizontal resolution drops as a result of the narrower height, so a 1920x1080 image becomes 1920x822, which is why the frame rate goes up slightly.
It seems the biased upscaling is attempting to do DLDSR or basically supersampling to a resolution above the screen resolution and downsampling it back to the screen resolution. I did that with my 7900XTX on Alan Wake 2 because its FSR antialiasing was lackluster and going from a 1440p render to 4k FSR and downsampling to 1440p worked better.
It seems that when you select "fill screen", the game is trying to maintain the same vertical FoV (instead of the same horizontal or diagonal FoV, which would be the normal thing to do). Is there a separate option to adjust the FoV? If so, does it have enough range to allow you to recover the original horizontal FoV from the "cinematic" mode?
Snowdrop engine is garbage. Seen this coming with Avatar and it's terrible noisy reflections. Made every single body of water in that game look like a bowl of soup.
@@Kryptonic83 Yes you are absolute right that will help when using Nvidia's RT solution by utilizing a neural network that generates higher quality pixels in between the sampled rays. AMD does not have this so even if the 7900XTX got playable frames with RT on, it would be drastically worse off visually. AMD has years of catch up when it comes to making a good looking scene with rays. I would not be surprised if we see a Nvidia do real time Light Transport before AMD has actual RT hardware. They are getting close.
Hello Daniel, did you encounter VRAM leak on PC? I have a 4080. I'm in High (not Ultra) preset with RTXDI High and DLSS Quality. After a while, textures start to be awful (like in IGN gameplay video). When i check VRAM consuption in the game menu. I have 15.1/15.1GB used (even 15.2/15.1😀). Even in Low preset without RTX, i have 14.7GB used. I have to completely restart the game to free the VRAM and come back to 11.8GB. Thanx for your excellent reviews
@@arenzricodexd4409 For me it's a VRAM leak (name it like you want) as the game is not able to load high textures. Once it occurs, even I you set everything to the minimum, VRAM is still almost fully used
@@weeta34 i think that's different issue. If there is really VRAM leak we probably already see massive stutter for gpu that only have 8,10,12GB. TPU said the game engine simply fill more VRAM.
@@arenzricodexd4409 maybe not a VRAM leak but there is definitely an issue because no game filled the 16GB of my 4080 at the point of having low res textures on everything. Setting everything to low when the issue occurs should massively release the memory. In my case, I still had 14.7GB of a maximum allocatable of 15.1GB
Maybe it's because I'm old and blind, but I didn't really see any difference when cranking up the ray tracing settings and running around outside on the speeder bike. Does it have more effects when indoors?
Because a games' performance is not determined by how many "things" you render, but by how computationally intensive rendering the things that are rendered are. by having black bars, you need to rasterize color data for less pixels, or rather the computation for these pixels is very simple: fill with 0,0,0 rgb. in this case, this effect outweighs the benefit of lower fov on the full resolution option. The following is speculation on my part, but I also assume, since this game is always-raytracing, rendering less pixels also means less rays that need to be cast against the bvh structure, thus also heavily contributing to the performance profile David observes. Typically a game utilizing rt casts between 1-4 rays per pixel of internal resolution (before upscaling), with the computational intensity going up dramatically with each new ray.
Bro the answer is very simple. The game renders at lower resolution. So many people do that on 4k screens to gain performance and have a more immersive 21:9 aspect ratio. You have to create a custom resolution 3840x1600 and you can run every game like that.
I wish in a different time line I could have had you as my teacher maybe I would have enjoyed math/school . There are some teachers that completely change certain kids'lives and you seem like one of those really carrying teachers. I know you can probably make more money at doing TH-cam but man don't give up teaching cuz there are not many people out there in the world like you . Keep up the hustle and for the love of God keep teaching also my friend.
RTXGI is a real performance killer. With my 4090 on ultra settings in 4K , RTXGI on high and DLSS on performance with FrameGen on, I get 80 -90fps riding the speeder, but I noticed heavy stutter when entering a building. When I disable RTXGI the stuttering vanishes and the framerate goes up to 120+ fps.
I had to make a real effort to focus on listening because my attention kept being drawn to the trees and the crazy wind animation. They bend like rubber-it’s so distracting. I can't fathom the wind strength required to make small trees move like that. Granted, it's in a far far away galaxy where flora might have very peculiar properties, but still... It's not the first game that has left me thinking about the devs' usual perception of wind in nature :D But I digress, thx for the video :)
It was the same in Witcher 3, but I think of this as some kind to comunicate with our brain without engaging touch sense. Without some exageration it would be impossible to "show" something realted with touch or smell in a game.
Premium Laptops often have 16;10 screens. You have to convince people that you can see more vertically in games by just increasing the FOV. There are two FOV calculation methods. One is "Hor+" the other "Vert-". At "Vert-" the taller the aspect ratio the more you can see vertically at the same FOV number. Old RTS games used to use this FOV method. Many of the old games get Widescreen Fixes, where either the FOV is modified or the camera zoomed out.
@Daniel - if you're looking for some new content ideas, Outlaws patch 1.2 dropped a few days ago, and my impressions are much more positive now. Here's the comments I just dropped on the Ubisoft Discord if you're interested. "I've been playing the past two hours, and happy to report (to me) what is the best outcome possible with patch 1.2 - my PC has gone from a GPU limited bottle neck to clearly a CPU limited bottleneck Even with RTXDI now enabled on High and Ray Reconstruction enabled, and still using the Ultra general settings preset, I'm running at 3440x1440 w/ DLSS Quality between a solid 60-80 FPS on my RTX 4080. I usually try to target around 72FPS for a nice 2:1 ratio for my 144Hz ultrawide display, and let GSYNC do its thing. VRAM is holding steady between 70-80% full, and I've seen no instances of texture blurring/missing/etc. My GPU isn't hovering around 90-100% utilization any more, more like 60-80%, while the CPU is holding at 20-30% single core on my Ryzen 5900X...so I'd be willing to bet a future upgrade to a Ryzen 9800X3D will open up the GPU even further. Like I had hoped, it's a much more solid, more reliable experience on my machine - which is all we were hoping for on day 1 of release. I'm going to keep playing for a while tonight but otherwise I'll be letting my friends know patch 1.2 makes it a safe "buy" again if they were on the fence. Nice work dev team."
@@fafnirymd Captions say he said "can". Anyways, the point is: the game is not using FSR 3.1 so to use DLSS + Frame Gen you have to have an RTX 40 series card. If FSR doesn't look too bad compared to DLSS this ain't a huge deal: can always use FSR + Frame Gen.
I'm worried this game won't work well with GPUs that only have 8GB of VRAM. Nearly the entire time in this video the VRAM was at least 10GB or higher and this doesn't exactly look like a planet that has all that much to it. And that is only at 1080p Med settings with DLSS on. That is sad. And yes I know he was in 1440p some of the time.
You can check TPU performance test of the game. They test the game with 4060Ti 8GB and 16GB. The 16GB have exact same perfoance as 8GB model even at 1440p and 4k.
@@arenzricodexd4409 Except the 16GB model experiences less hitches and stutters when at higher settings and resolutions. Still not enough to justify its pricing though.
The FOV dropping in 16:9 is going to be annoying as a 48" OLED person. I think of the 48" 16:9 as being sort of to a 34" UW what a 34" UW is to a 27" 16:9. I.e. it should always expand your FOV rather than zooming in. Seems like it might be a mistake, I don't see why it would do that.
I saw NPC shadows and other shadows disappearing with RTXDGI enabled but they come back with disabled. Watching other video's,..the game has quite a few different bugs it seems.
About outdoors performance Alex Battaglia from DF said on X: "(there is a hilarious performance bug in the plains area) and sending off the developer". Really wonder about this.
With FOV settings, the amount shown is entirely tweakable on any resolution. But as an ultra wide owner myself, I confirm that the default FOV is wider on the X axis. But honestly the FOV should be tweakable always, as it all depends on how big the screen is and how close you sit to it.
I didn't test one yet, but I assume it would work like Avatar (same engine and devs) where there is a software RT fallback for GPUs without hardware RT support.
@@fafnirymdno. Same with Avatar. Ubi now probably try to move for more full RT implementation with no fall back to baked/raster option for certian lighting effect going forward.
Usually I don't notice bad graphics as much but especially at the beginning of the video take a look at the hair of the character he plays, is it really intended to look this bad or did the texture for it not load properly? Then when he is outside for the first time check the background when he is swaying his camera like from 5:10 onwards it looks like the background has screen tearing but not really screen tearing? IDK how to explain it better also generally every time he moved the camera with a further away background it looked like spongy and in general for the gpu intensiveness this games graphic fidelity is a joke. ALSO play the video in 0,25% you will notice rly hard what I mean with it tearing, it shows it off a lot stronger even though it's very noticeable even in normal speed especially around 5:05.
If I understood correctly, the biased option always upscales the game to 4K using your selected scaler, and then downsamples to your output resolution. For example: Lets say, you are at output resolution 1440p, with DLSS performance with fixed option: - simply upscales from 720p to 1440p with biased option: - upscales from 720p to 4K, then downsamples 4K to 1440p if that's actually the way it works, it would be interesting to check how performance / image quality is when compared to native (1440p in this example)
wouldnt dlss performance be below 720p if the initial output is 1440p? quality would be 1080p balanced would be 720p and performance is whatever after 720p, maybe im wrong idk.
It's so weird that switching from 21:9 to 16:9 reduces horizontal FOV AND simultaneouly cut FPS. It should either reduce FPS+add vertical FOV or increase FPS and reduce horizontal FOV (and maintain the vertical FOV). Such an odd choice of handling aspect ration, but at least 21:9 mode is there. I wonder how they handle those extreme ultrawide monitors (like the Samsung G9 49" - a 32:9 screen that is basically two regular curved panels fused together into one wide boy), my guess it that it'll just letterbox at the sides and show 21:9 output.
I think the fps go down because the whole 16:9 screen shown the game. It should go down even further on 21:9 with the same number of lines (e.g. 2560x1440 to 3440x1440)
2034: the newest games come with "ultra cinematic mode" with horizontal black bars taking up 75% of the screen. Actual rendered height of the screed is 360p 👌👌👌
Looks good, nice graphics scaling, kudos for no microstutters. It also seems all upscalers and framegens are supported, as it should. Will obviously not pay to play early so have to wait though.
I feel bad for Daniel to have given money to ubishit for this POS game. Hope you make em back with this video dude, cuz that is literally like throwing money down the drain.
I mean it is what it is. In 2024 it’s a weak card. It’s an over 3 years old lower mid range card. For example a 4080 is 3 times stronger, even a 4070 is twice as fast.
This is kind of to be expected though, but I bet that with optimised settings you can still get nice visuals out of this game even on a 3060, and thanks to 12GB of VRAM you can always crank the textures to the max, which in itself makes the game look a class better.
Not true. Just use DLSS. But not base DLSS Quality, which renders image at 720p and then upscales to 1080p, thus looks pretty rough. Use DLSS Tweaks and set render scale to 0.75. This way the image will be rendering at ~900p and then upscaling to 1080p. This looks very similar to native at this res, but still provides 15-20% boost to framerate. This way you will get relatively consistent 60+ fps experience at Medium preset. Also try to overclock your GPU a lottle bit. My 3060 was functioning at 2040 MHz/925mV and +1000MHz on memory. This will provide 5% higher fps and you will be able to get mostly locked 60 fps.
@@kerotomas1 Yes, but also, it still is just a one generation old gpu at this point. Until the 50 series actually arrives at least. That kind of sucks, because it wasn't always like that. I mean, if you are buying 3060 level cards today, you need to refresh almost every generation. Or play at low settings. And also these cards cost like 400+ euros here for more that 8gb models and decent fans, that won't fall apart in 2 years. For comparison, I still have my gtx 750 ti from the Jurassic period. Paid like 130 euros for that, when it was new. Used it for a decade basically. It was an amazing card for the games that I played. Of course, things change, technologies change over time, I understand. But this just sucks. Sucks to enjoy playing games.
First minute of the video is ROFL...when you switch to 16:9 go into settings and change FOV from default to 90 or 100 then you will have your box and stairs back.
Playing in 16×9 or 16×10 is a better experience on big screens. You just have to balance the FOV. You cannot get too high with the value otherwise everything gets too small.
Why the hell devs are targeting features way above ps5 specs level what are they thinking this game should be running 1440p fsrq high med settings at constant 60fps Game is not the problem devs are
I mean, yeah, it's not 2018 anymore and that's honestly not the main problem with the game (although I wouldn't even call it a problem since VRAM shouldn't be an issue)
Informative video, but man... What happened to star wars? Everything is just underwhelming now, shows and games alike. This game has all the ray tracing in the world, but the art direction just seems so soulless to me, so those graphics are kind of wasted. It's really not a great showcase for RTX. Demanding for no reason. A 3060 should be able to run a game like this much better, and it's definitely not a Crysis or a Cyberpunk kind of game where it will be relevant for benchmarking years from now. Kind of a bummer.
ahhhh bummer, EGS is a strict no-go for me. Probably smart on the devs part though because Epic's money will likely be the most they make from the game.
Daniel, you are not going to believe this! Last night I had a dream that you were my dentist and I recognized you in the dental office. In the dream you were thrilled to meet someone face to face that's a follower of your channel. Can't say I have ever had a TechTuber in my dreams before this! 😂
Nvidia: "If only there was a game with such a poorly optimized graphics engine (ideally one that that forced players to use RT even for things that don't actually need or benefit from RT), people would feel like they have to buy a 4090 just to get acceptable frame rates..." Ubisoft: "Hi, would you like to 'sponsor' us?"
I been watching the vram use at 8:40 8.5GB/11.3 (12.1GB) then we see at 11:16 9.4GB/11.3 (12.1GB) now it is looking that your GPU will need more than 8 Vram
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You could have paid for 1 month subscription to Uplay+ (18€) and play the game 3 days early without spending that much
@@iori3325 addition 40$ off coupon atm Amz
God bless loseless scaling.
@@bad_emil8945 Yep it looks like it's needed for this game unfortunately. Hopefully modders will fix the horrible face and hair design too as well as the AI.
Who else fking hates it when devs change the settings names for no reason but to sound different
all i notice is game looks like potato, even gow from 2018 looked better, and didnt had much of reqs.
It looks like pubg lmao @@kaimojepaslt
My favorite is when they have feature xyz in the options & some text explaining "this controls if xyz is on or off."
Very helpful, guys.
Because different cultures don't exist.
@@goldenheartOh I can relate to that lmao
I noticed image quality degrading over the years ever since algorithmic upscaling, frame generation and ray tracing became the norm. There is noticable dithering on alpha textures and transparent effects, the entire image seems blurry and shimmery and appears to be "moving" and warping like clouds do, even when there is no camera movement. Low resolution ray traced reflections suffer from dithering and flickering. Shadows and elements blocking parts of the screen show ghosting... I mean, it looks fucking horrible. There are so many unwanted side effects and artifacts, I'd rather go back to old school tech and rely on clever enginuity than brute forcing hyperrealistic calculations with low resolutions because the hardware is still not there. Even high end GPUs can't handle high native resolution ray tracing without relying on upscaling trickery that fucks up image quality. I mean we have all this fancy ray tracing tech nowadays but Uncharted 4 still looks way more impressive and believable AND has better image quality because it relied on artistry, enginuity and developers polishing their game rather than using lazy upscaling tech. I really hate where this is going right now.
I feel like RDR2 was the last of the old school and looks better than any new release.
exactly this whole raytracing dlss crap is such a gimmick none of these newer games give me a jaw drop NEXT GEN graphics feel for the type of performance we get rdr2 looks way better than 99% of these new releases and performs wayy better I looked at bioshock infinte reflections the othe day on oc and man that game is a prime ex of how refelctions should be without needing ray tracing devs have become lasy with ssr and make these grainy looking reflections that make the game look fuzzy so you left with the option to enable ray tracing or just turn it off smh
If you have AMD lol
That's just TAA I guess
Game looks great , I've no problems on my 4080 . Runs smooth at ultra . With or without frame gen . Maybe you have your rig setup wrong or should get a better gpu . Game is fun and looks great .
This game is another shining example of why i will never get excited for a game ahead of time and ill never pre order
You should never get excited for a ubisoft game anyway. There all the same games with different coats of paint.
You can get exited for games just not Ubisoft trash
Most people weren't disappointed in Black Myth: WuKong though
I'm teasing, but know what you mean.
@@Xilent1 The huge player numbers are mostly coming from China, not taking anything away from the game. It's just that it really resonates with Chinese people, because of it's cultural context.
@@Masaim6anything wukong sells like hot cakes to Chinese consumers this is known facts
Long ago in a galaxy far away Star Wars was cool
It's ironic how they promoted 16:9 as a feature in the PC trailer, meanwhile the common 16:9 format in this game is broken on PC.
On consoles switching from 21:9 to 16:9 doesn't zoom in, just removes the black bars.
how is it broken? I think it's working how it should. 21:9 mode showing more content on the sides as if using an ultra wide display. I think the 21:9 mode is broken console, since it's not showing anymore content on the sides and it's also worse or same performance when it should be better performance since using less pixels. (but part of that might be due to the dynamic res that's being used on consoles, the 21:9 mode on consoles could be staying at the high end of the dynamic resolution.)
Everything is ok on PC. On consoles 21:9 is badly implemented because you don't get a wider FOV compared to 16:9.
It's like playing a zoomed 16:9 video to fill the screen on a 21:9 monitor.
@@Kryptonic83it's not broken , these idiots don't knownwhat they're talking about .
Weird that 21:9 is still using 1080p resolution. Must be downsampling or something.
It's just using less of the 1080p pixels. Kinda like when I set my 16:9 4k oled to 3840x1600 mode.
2560x1080 is still 1080p my friend, those numbers refer to vertical resolution, think 21:9 and 16:9, it's the 9 therefore even if 16 goes up to 21, the 9 remains, right? So the 1080 remains, therefore it is 1080p
@@luisguerreiro8045 Yeah but this isn't adding extra screen on the side to achieve the widescreen. It's just reducing the vertical, which inturn physically reduces the amount of pixels from the "1080"
@@luisguerreiro8045 That's not what the game is doing. It's taking your 1920x1080 real estate and only showing you 1920x822 of it. That's why performance is better, it's showing you less pixels.
I used to have a LG 21:9 1080p 2560x1080 resolution, so they are a thing, I have since moved to a 3440x1440 6 years going on 7 ago.
Daniel. I’ve been watching you for years now and you have become a staple in my world. I love the way you explain things. You’re one of the few tech TH-camrs who makes me feel as if I’m being taught rather than just being explained to. Idk if that makes sense, but I assume it’s because of your career 😅. Thank you for what you do. I’m here for every video just like my grandma watched every episode of general hospital lol 😂
This is a very weird and unnecessary comment. Like fr, get a room bro.
@@godnamedtay😂
@@godnamedtayalways that one person, you should stop commenting if this is your attitude!
@@gerooqright? why are people so negative😭 bros just expressing he appreciates this channel
@@what-di3vb probably that person grew up with a difficult life where he is ridiculed for expressing himself, so now he is just replicating that behavior online
I see a lot of people confused about 21:9 mode. What they do is that they have different FOV for 21:9 and 16:9 and they prioritizing matching the vertical FOV, meaning that you get wider FOV on 21:9. As for rendering resolution, 21:9 will have less pixel at the same horizontal resolution vs 16:9, meaning 21:9 is rendering at 1920x820-ish.
And yes, changing FOV is basically zooming-in, but I think some people think that 16:9 is just 21:9 being cropped and upscaled/resized to fit 16:9. No, it doesn't work like that.
Having said that, IIRC, Digital Foundry have different result on console as in 21:9 mode is basically 16:9 with black bars on top and bottom and somehow using 21:9 actually have lesser performance on console. Either their game is not the release build or there is something wrong with the console version. Also as far as correctness, when I saw the 21:9 on DF video, the 21:9 is too tight, thus I feel that the PC version is probably the correct one. Basically 21:9 on console make the game harder to play.
0:55 it doesn't draw new pixels on the top and bottom. it literally just zooms in. You don't see more above or below. That also explains why we can't see the railings in the left anymore, it just zooms in.
it does draw those extra pixels, hence the fps drop when you go to fill screen. The problem on pc currently is it zooms in. its still drawing those pixels, its just chopped off on the sides and you dont see them. its an issue currently. it should just fill in the black bars like it does on console. it shoudlnt be zooming in. hopefully they patch this quicky.
@@samhawkes6597 That's some next level laziness for you.
that`s true, easy to fix with a FOV adjustment if the game supports it or you can try to edit the ini file.
@@samhawkes6597 no, they should fix the console to show more information on the sides when using 21:9 mode. I think it's working properly on PC.
@@samhawkes6597 It's working correctly on the pc. It's keeping the y axis identical between 16:9 and 21:9. If it kept the fov for the x axis, you would have more useless viewspace on the ground and the sky and opponents would be smaller and harder to hit. Ultrawide might make the game more immersive, but it's significantly harder to play.
I spoke with a developer from the studio that works on this game engine. He explained that the "biased" upscaling setting is their attempt to tweak the scaling so that the visual output matches what you get at 4K. So for example, if you run 1440p Balanced upscaling with "biased" on, it tweaks the upscaling to look like the visual output of the 4K Balanced mode, so this will adjust the internal resolution upward and decrease the performance bump but presumably look better.
Amazing video as always Daniel, thank you.
AMD Windows update is out!!!!1!!
With a 7600x in Cyberpunk in dogtown I tested two heavy cpu locations.
Location 1: 120 to 138
Location 2: 118 to 127
Glad to hear it.
I guess we should be grateful for zen 5 then, especially for not having to buy it lol.
Buying AMD just gets better and better, aging like fine wine🍷
wished i go am5 route as well instead of lga1700, i'm stuck at 12th gen and now this..me so jelly 😔
Windows 11 24h2 isn't out yet for the public
Floating Daniel, best Daniel.
Where is the setting to change the main character's face?
I replayed AC odyssey last week. The difference between Kassandra and Kay is insane and odyssey came out in 2018!
@@timtaifig6873 I mean the faces in Half Life 2 look better😂
nexus mods
@@timtaifig6873 even go back to unity
FYI you can change the FOV in the settings to compensate for the cropping that the 16:9 ratio causes on PC.
You can also pay $18 to rent the game on Ubisoft Connect for a month. This includes early access.
That was the immediate question I had. If there is an FOV adjustment in the settings to get it pushed back to something more tolerable then the view change isn't much of an issue.
So you can't turn off Ray tracing?
No, but you can turn off the game.
@@beri4138 💀
@@beri4138 Ubisoft could turn off the engine (snowdrop engine)
This game is not worth over $10.
Fr
Based max payne
Crowbcat throwbback
A symbolic one dollar, not more
I genuinely thought it was crowbcat
Is this not how ultrawide works in any game? You see more of the game world on the left and right sides. This would be as if you started Ghost of Tsushima with the 21:9 setting enabled by default on your 16:9 screen. The FPS loss in 16:9 is baffling though
This game is going for sale for 29.99 by the next holiday szn after release 😂
It's good at least that the 21:9 on PC is at least a true ultra wide setting and not just added black bars.
0:50 The 21:9 mode on PC, unlike on consoles, seems like a true 21:9, which is to say it adds extra content on the side so you get a wider field of view. On the consoles, it just crops into the 16:9 image to get 21:9 frame. However, even on the PC, if you go 21:9, your vertical resolution remains the same but your horizontal resolution drops as a result of the narrower height, so a 1920x1080 image becomes 1920x822, which is why the frame rate goes up slightly.
It seems the biased upscaling is attempting to do DLDSR or basically supersampling to a resolution above the screen resolution and downsampling it back to the screen resolution. I did that with my 7900XTX on Alan Wake 2 because its FSR antialiasing was lackluster and going from a 1440p render to 4k FSR and downsampling to 1440p worked better.
thats what you get when companies work with chinese government.
24;10 aspect is king. 3840x1600 is so nice. Its the UW variant of 16;10 2560x1600, and you get all the extra vertical ratio that comes with it.
It seems that when you select "fill screen", the game is trying to maintain the same vertical FoV (instead of the same horizontal or diagonal FoV, which would be the normal thing to do). Is there a separate option to adjust the FoV? If so, does it have enough range to allow you to recover the original horizontal FoV from the "cinematic" mode?
Thx for all your benchmarks and stuff. Also I think this video is supposed to be titled 3060 test.
It's the most used gpu right now. Using 4090 in it would make it irrelevant to most.
@@Steel0079 I didn’t say anything about 4090. I’m just saying he should title the video 3060 benchmark since it’s the one he uses in the video
I was pleased to see he's using a 3060. Since my 7800 kills that card.
@@YourEx.. same here. Mine is 3070
@@Steel0079It's not the most used gpu on steam. It's somewhere around 6% on the steam survey. That means 94% of people don't use it.
The RT in this game looks really bad sometimes, looks like a lot of screen-space data.
The reflections do use screen space data to trace it's characters. I believe that Avatar did the same thing
Snowdrop engine is garbage. Seen this coming with Avatar and it's terrible noisy reflections. Made every single body of water in that game look like a bowl of soup.
turn on ray reconstruction, that can help. This game looks incredible on my 4090 with all the ray tracing bells and whistles.
@@Kryptonic83 Yes you are absolute right that will help when using Nvidia's RT solution by utilizing a neural network that generates higher quality pixels in between the sampled rays.
AMD does not have this so even if the 7900XTX got playable frames with RT on, it would be drastically worse off visually. AMD has years of catch up when it comes to making a good looking scene with rays.
I would not be surprised if we see a Nvidia do real time Light Transport before AMD has actual RT hardware. They are getting close.
Been waiting for this.
Was actually impressed with how well the game ran on the RTX 3060.
I would rather have better performance than individual blades of grass being animated
Hello Daniel, did you encounter VRAM leak on PC?
I have a 4080. I'm in High (not Ultra) preset with RTXDI High and DLSS Quality.
After a while, textures start to be awful (like in IGN gameplay video). When i check VRAM consuption in the game menu. I have 15.1/15.1GB used (even 15.2/15.1😀).
Even in Low preset without RTX, i have 14.7GB used.
I have to completely restart the game to free the VRAM and come back to 11.8GB.
Thanx for your excellent reviews
It is not VRAM leak. The game engine simply fill the VRAM.
@@arenzricodexd4409 For me it's a VRAM leak (name it like you want) as the game is not able to load high textures.
Once it occurs, even I you set everything to the minimum, VRAM is still almost fully used
@@weeta34 i think that's different issue. If there is really VRAM leak we probably already see massive stutter for gpu that only have 8,10,12GB. TPU said the game engine simply fill more VRAM.
@@arenzricodexd4409 maybe not a VRAM leak but there is definitely an issue because no game filled the 16GB of my 4080 at the point of having low res textures on everything.
Setting everything to low when the issue occurs should massively release the memory. In my case, I still had 14.7GB of a maximum allocatable of 15.1GB
Maybe it's because I'm old and blind, but I didn't really see any difference when cranking up the ray tracing settings and running around outside on the speeder bike. Does it have more effects when indoors?
0:26 do you think its weird? or is it supposed to happen?
Thanks for the review Daniel!
My poor 6600 is already crying, guess I should upgrade if I want a better experience or simply drop a bunch of settings.
How can performance decrease when you see less things rendered on screen? Unless it’s rendering them off screen?
Did you try restarting the game?
Because a games' performance is not determined by how many "things" you render, but by how computationally intensive rendering the things that are rendered are. by having black bars, you need to rasterize color data for less pixels, or rather the computation for these pixels is very simple: fill with 0,0,0 rgb. in this case, this effect outweighs the benefit of lower fov on the full resolution option. The following is speculation on my part, but I also assume, since this game is always-raytracing, rendering less pixels also means less rays that need to be cast against the bvh structure, thus also heavily contributing to the performance profile David observes. Typically a game utilizing rt casts between 1-4 rays per pixel of internal resolution (before upscaling), with the computational intensity going up dramatically with each new ray.
Bro the answer is very simple. The game renders at lower resolution.
So many people do that on 4k screens to gain performance and have a more immersive 21:9 aspect ratio.
You have to create a custom resolution 3840x1600 and you can run every game like that.
Any way to do benchmarks for new ue5 game, inZOI? I really like your benchmarks and would love to see how this game does on different GPUs.
Weird normally you should have less fps if the image is 21:9 not the opposite
is ubisoft stuck in opposite ?
Hey Daniel would you be able to do performance test on space marine 2 when it comes out ?
I wish in a different time line I could have had you as my teacher maybe I would have enjoyed math/school . There are some teachers that completely change certain kids'lives and you seem like one of those really carrying teachers. I know you can probably make more money at doing TH-cam but man don't give up teaching cuz there are not many people out there in the world like you . Keep up the hustle and for the love of God keep teaching also my friend.
RTXGI is a real performance killer. With my 4090 on ultra settings in 4K , RTXGI on high and DLSS on performance with FrameGen on, I get 80 -90fps riding the speeder, but I noticed heavy stutter when entering a building. When I disable RTXGI the stuttering vanishes and the framerate goes up to 120+ fps.
I had to make a real effort to focus on listening because my attention kept being drawn to the trees and the crazy wind animation. They bend like rubber-it’s so distracting. I can't fathom the wind strength required to make small trees move like that. Granted, it's in a far far away galaxy where flora might have very peculiar properties, but still... It's not the first game that has left me thinking about the devs' usual perception of wind in nature :D
But I digress, thx for the video :)
It was the same in Witcher 3, but I think of this as some kind to comunicate with our brain without engaging touch sense. Without some exageration it would be impossible to "show" something realted with touch or smell in a game.
Actually a very helpful product placement, thanks for sharing about the KTC Monitor
VA tho
@@GewelReal Yep, I would personally never buy a VA monitor though that's just me.
There's no option for FOV??? coz the game kinda zoom in if you chose "Fill screen"
There’s an FOV slider
Premium Laptops often have 16;10 screens. You have to convince people that you can see more vertically in games by just increasing the FOV.
There are two FOV calculation methods. One is "Hor+" the other "Vert-". At "Vert-" the taller the aspect ratio the more you can see vertically at the same FOV number.
Old RTS games used to use this FOV method. Many of the old games get Widescreen Fixes, where either the FOV is modified or the camera zoomed out.
@Daniel - if you're looking for some new content ideas, Outlaws patch 1.2 dropped a few days ago, and my impressions are much more positive now. Here's the comments I just dropped on the Ubisoft Discord if you're interested.
"I've been playing the past two hours, and happy to report (to me) what is the best outcome possible with patch 1.2 - my PC has gone from a GPU limited bottle neck to clearly a CPU limited bottleneck Even with RTXDI now enabled on High and Ray Reconstruction enabled, and still using the Ultra general settings preset, I'm running at 3440x1440 w/ DLSS Quality between a solid 60-80 FPS on my RTX 4080. I usually try to target around 72FPS for a nice 2:1 ratio for my 144Hz ultrawide display, and let GSYNC do its thing. VRAM is holding steady between 70-80% full, and I've seen no instances of texture blurring/missing/etc. My GPU isn't hovering around 90-100% utilization any more, more like 60-80%, while the CPU is holding at 20-30% single core on my Ryzen 5900X...so I'd be willing to bet a future upgrade to a Ryzen 9800X3D will open up the GPU even further.
Like I had hoped, it's a much more solid, more reliable experience on my machine - which is all we were hoping for on day 1 of release. I'm going to keep playing for a while tonight but otherwise I'll be letting my friends know patch 1.2 makes it a safe "buy" again if they were on the fence. Nice work dev team."
7:10 what are u sure you can't use frame gen? I see other youtuber who benchmark with rtx 2060 can turn on its frame generation with fsr 3
He said you can use frame Gen with FSR 3...
@@Z3t487 6:27 he said "Can't"
@@fafnirymd Captions say he said "can". Anyways, the point is: the game is not using FSR 3.1 so to use DLSS + Frame Gen you have to have an RTX 40 series card.
If FSR doesn't look too bad compared to DLSS this ain't a huge deal: can always use FSR + Frame Gen.
I'm worried this game won't work well with GPUs that only have 8GB of VRAM. Nearly the entire time in this video the VRAM was at least 10GB or higher and this doesn't exactly look like a planet that has all that much to it. And that is only at 1080p Med settings with DLSS on. That is sad. And yes I know he was in 1440p some of the time.
8gb no issue with the game,u just have to use upscaler and 24gb ram minimum
You can check TPU performance test of the game. They test the game with 4060Ti 8GB and 16GB. The 16GB have exact same perfoance as 8GB model even at 1440p and 4k.
@@arenzricodexd4409 Except the 16GB model experiences less hitches and stutters when at higher settings and resolutions. Still not enough to justify its pricing though.
12:28 “ apparently my controller battery is low” wait is there a controller I can wirelessly use on my pc? And if so what is it?
Hey Daniel, did you recently get prescription glasses or used to wear contacts before?
The FOV dropping in 16:9 is going to be annoying as a 48" OLED person. I think of the 48" 16:9 as being sort of to a 34" UW what a 34" UW is to a 27" 16:9. I.e. it should always expand your FOV rather than zooming in. Seems like it might be a mistake, I don't see why it would do that.
Can you adjust fov in this game? In some games you can.
you can adjust FOV in game LOL up it then it wont be so zoomed in as it is in defaault
I heard that it zooming in on 16:9 is a bug on pc rn Because it doesn't zoom in on console as far as I know
i see this on many youtubers.. why cpu is only shown usage and the temperatures no? Only gpu have usage and temps.
I saw NPC shadows and other shadows disappearing with RTXDGI enabled but they come back with disabled.
Watching other video's,..the game has quite a few different bugs it seems.
Nvidia said that the RTXDGI is broken and they're looking to fix it soon
About outdoors performance Alex Battaglia from DF said on X: "(there is a hilarious performance bug in the plains area) and sending off the developer". Really wonder about this.
Wow Daniel you found out that 21:9 shows you more of the game on the left and the right :D.
With FOV settings, the amount shown is entirely tweakable on any resolution.
But as an ultra wide owner myself, I confirm that the default FOV is wider on the X axis.
But honestly the FOV should be tweakable always, as it all depends on how big the screen is and how close you sit to it.
@@konstantinlozev2272 Does the game have an FOV Slider? Haven´t seen it in the video.
@@Robspassion I thought you were speaking about games in general.
good thing he pointed that out, because that is not what it's doing on console, possibly bugged on console or odd decision.
if raytracing is unable to be turned off, that means no 10 series cards?
I didn't test one yet, but I assume it would work like Avatar (same engine and devs) where there is a software RT fallback for GPUs without hardware RT support.
we can't turn it off?
@@fafnirymdno. Same with Avatar. Ubi now probably try to move for more full RT implementation with no fall back to baked/raster option for certian lighting effect going forward.
@@arenzricodexd4409 that's an automatic no buy for most people with AMD cards. What a boneheaded decision.
@@jediflip2515 Even on RX6600 Avatar worked fine, check youtube benchmarks.
What is the FPS info layout in the top left corner and how do I enable that on my PC?
MSI Afterburner and RTSS.
@@Funnky thank you.
Usually I don't notice bad graphics as much but especially at the beginning of the video take a look at the hair of the character he plays, is it really intended to look this bad or did the texture for it not load properly? Then when he is outside for the first time check the background when he is swaying his camera like from 5:10 onwards it looks like the background has screen tearing but not really screen tearing? IDK how to explain it better also generally every time he moved the camera with a further away background it looked like spongy and in general for the gpu intensiveness this games graphic fidelity is a joke. ALSO play the video in 0,25% you will notice rly hard what I mean with it tearing, it shows it off a lot stronger even though it's very noticeable even in normal speed especially around 5:05.
Does this game looks better than Ghost Reckon Wildlands which runs 120+ fps on 1440p RTX4070...?
Without any upscale nor framegen...
I'm looking forward to seeing you test this on your A770 and your RTX 4090.
If I understood correctly, the biased option always upscales the game to 4K using your selected scaler, and then downsamples to your output resolution.
For example:
Lets say, you are at output resolution 1440p, with DLSS performance
with fixed option: - simply upscales from 720p to 1440p
with biased option: - upscales from 720p to 4K, then downsamples 4K to 1440p
if that's actually the way it works,
it would be interesting to check how performance / image quality is when compared to native (1440p in this example)
wouldnt dlss performance be below 720p if the initial output is 1440p?
quality would be 1080p balanced would be 720p and performance is whatever after 720p, maybe im wrong idk.
@@fourty9933 Think DLSS performance is 50% so it should be 720p if starting from 1440p
iirc,
quality: 67%
balanced: 58%
performance: 50%
I appreciate you testing the 3060 because it's the most common gpu right now.
When the effort goes all in toward fancy lightings and shadows lmao
Where did you get that from? Asmongold's community?
why does your 7800x3d run at 4800mgz mine runs games at 5050
Look for an in game FOV setting or look in the configuration file.
1st thing modders should do on this game is rework the game model. No need to go too far, just gave her the actual model face and it will be fine
Dude why does the game look like its being rendered in 480p?
I know right whats with all that blurr
Why didn't you buy a Ubisoft+ Premium for around 14.99 ? That's what I did to play this game since yesterday 🙈
He will probably benchmark this game for a while.
@@jorge69696 For more than 6 straight months?
@@jorge69696 it will be there for a while as well, but if Ubisoft will decide to take his Ultimate away, they will do that no matter what 😅
hows the monitor compared to oled
How do you turn off Ray tracing?
You can disable it in the config file but it'll look terrible because guess what ? It was made with RT in mind.
This is awsome, lets combine dlss, FG and cinema aspect ratio for uktimate performance boost
It's so weird that switching from 21:9 to 16:9 reduces horizontal FOV AND simultaneouly cut FPS. It should either reduce FPS+add vertical FOV or increase FPS and reduce horizontal FOV (and maintain the vertical FOV).
Such an odd choice of handling aspect ration, but at least 21:9 mode is there. I wonder how they handle those extreme ultrawide monitors (like the Samsung G9 49" - a 32:9 screen that is basically two regular curved panels fused together into one wide boy), my guess it that it'll just letterbox at the sides and show 21:9 output.
I think the fps go down because the whole 16:9 screen shown the game.
It should go down even further on 21:9 with the same number of lines (e.g. 2560x1440 to 3440x1440)
2034: the newest games come with "ultra cinematic mode" with horizontal black bars taking up 75% of the screen.
Actual rendered height of the screed is 360p
👌👌👌
How is your 3060 so cool ?
Looks good, nice graphics scaling, kudos for no microstutters. It also seems all upscalers and framegens are supported, as it should. Will obviously not pay to play early so have to wait though.
Wow that monitor ad was really long. 😮
no 4090 test?!
I feel bad for Daniel to have given money to ubishit for this POS game. Hope you make em back with this video dude, cuz that is literally like throwing money down the drain.
Why? The game is actually pretty fun.
@@Clutch4IceCreamif ur 5 y.o. normie maybe
Ad probably bagged him £500
@@Clutch4IceCream I'm glad you are having fun with it but no. Game's mid at best.
@@JoeMaranophotography I do hope for him. Dude deserves it for all the hard work he's putting into this channel.
So, basically, this game is almost unplayable on a 3060 if you play games for the visual experience.
I mean it is what it is. In 2024 it’s a weak card. It’s an over 3 years old lower mid range card. For example a 4080 is 3 times stronger, even a 4070 is twice as fast.
If you play games for the visual experience you sound probably get something faster than a 3060.
This is kind of to be expected though, but I bet that with optimised settings you can still get nice visuals out of this game even on a 3060, and thanks to 12GB of VRAM you can always crank the textures to the max, which in itself makes the game look a class better.
Not true. Just use DLSS. But not base DLSS Quality, which renders image at 720p and then upscales to 1080p, thus looks pretty rough.
Use DLSS Tweaks and set render scale to 0.75. This way the image will be rendering at ~900p and then upscaling to 1080p. This looks very similar to native at this res, but still provides 15-20% boost to framerate. This way you will get relatively consistent 60+ fps experience at Medium preset.
Also try to overclock your GPU a lottle bit. My 3060 was functioning at 2040 MHz/925mV and +1000MHz on memory. This will provide 5% higher fps and you will be able to get mostly locked 60 fps.
@@kerotomas1 Yes, but also, it still is just a one generation old gpu at this point. Until the 50 series actually arrives at least. That kind of sucks, because it wasn't always like that. I mean, if you are buying 3060 level cards today, you need to refresh almost every generation. Or play at low settings. And also these cards cost like 400+ euros here for more that 8gb models and decent fans, that won't fall apart in 2 years. For comparison, I still have my gtx 750 ti from the Jurassic period. Paid like 130 euros for that, when it was new. Used it for a decade basically. It was an amazing card for the games that I played. Of course, things change, technologies change over time, I understand. But this just sucks. Sucks to enjoy playing games.
What surprise upscaling is being used as a crutch
I thought RTXDI is Path Tracing ?
when u remove the black bars the FOV changes
Lucky I have a 21:9 monitor!
Yep, same here as well.
First minute of the video is ROFL...when you switch to 16:9 go into settings and change FOV from default to 90 or 100 then you will have your box and stairs back.
Playing in 16×9 or 16×10 is a better experience on big screens. You just have to balance the FOV. You cannot get too high with the value otherwise everything gets too small.
Nice!
Adjust fov in the gameplay menu with screen fill .
That's weird - Digital Foundry showcased how Fill Screen gave BETTER performance than 21:9.
What about Losless Scaling?
It's only compatible with ARM devices.
@@captainshiner42 what the sigma
just works normally as intended
@@PremiumMan-cj6fd I know but he should've tested regardless, it would be interesting to see the performance gains.
@@superstarr_26 sry but why? he is testing in game settings not the game with an extra software that works nearly the same in any game
Really sad that they didn't let us create our own outlaw
The aspect ratio part is really weird, the results for that are the exact opposite of what I saw from digital foundry.
Digital foundry tested console, not pc. But it is still weird that they would different like this.
When is all this ‘next gen’ stuff supposed to start?
Why the hell devs are targeting features way above ps5 specs level what are they thinking this game should be running 1440p fsrq high med settings at constant 60fps
Game is not the problem devs are
Game is good on consoles.
They don't want to put in the work and to cut cost optimization will always be the last thing they do.
8.5gb VRAM usage on 1080p?????
I mean, yeah, it's not 2018 anymore and that's honestly not the main problem with the game (although I wouldn't even call it a problem since VRAM shouldn't be an issue)
It works fine even with less, the minimum GPU is a 1660...
It's about time someone put some respect on ultra wide's name lol
Informative video, but man... What happened to star wars? Everything is just underwhelming now, shows and games alike. This game has all the ray tracing in the world, but the art direction just seems so soulless to me, so those graphics are kind of wasted. It's really not a great showcase for RTX. Demanding for no reason. A 3060 should be able to run a game like this much better, and it's definitely not a Crysis or a Cyberpunk kind of game where it will be relevant for benchmarking years from now. Kind of a bummer.
Runs better than Jedi Survivor.
ahhhh bummer, EGS is a strict no-go for me. Probably smart on the devs part though because Epic's money will likely be the most they make from the game.
I don't understand. why didn't he buy on Ubislop?
300 for the monitor sounds great but it would be another 200 to ship it to Germany making it 500 dollar total
Daniel, you are not going to believe this! Last night I had a dream that you were my dentist and I recognized you in the dental office. In the dream you were thrilled to meet someone face to face that's a follower of your channel. Can't say I have ever had a TechTuber in my dreams before this! 😂
Lol!
Nvidia: "If only there was a game with such a poorly optimized graphics engine (ideally one that that forced players to use RT even for things that don't actually need or benefit from RT), people would feel like they have to buy a 4090 just to get acceptable frame rates..."
Ubisoft: "Hi, would you like to 'sponsor' us?"
I been watching the vram use at 8:40 8.5GB/11.3 (12.1GB) then we see at 11:16 9.4GB/11.3 (12.1GB) now it is looking that your GPU will need more than 8 Vram