Quantum Break PC requirements

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Microsoft and greed happened. The engine is clearly designed specifically for cinematic 30 fps on xbone with blurriest image I've ever seen. They can't fix it. The core is rotten.. Having upscaled resolution just to run it more or less OK @ "1080p" on a 700-800$ card? Jesus.. I never thought I would see this day on PC. Ryse was released in 2013 and it is still one of the most beautiful games out there and runs great. This game has nothing extraordinary going on on the screen except for some good lightning effects. Ah wait.. yeah, there is.. Extraordinary blurriness.
Ryse looks great yes, but the levels are very very confined and small, its not rendering a huge open world game. It can put its resources into small areas to make it look amazing. But yeah.....not being able to max that game with a gtx1080 is just bonkers. I really wanted to play that game too, will have to wait and see if anything changes. Cheers
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Micro**** Pelase elarn a thing or 2 from Vulakn . Also Remedy Entertainment learn from Doom. That is how you optimize a game these days
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A benchmark that compares DX11 vs DX12 Quantum Break: https://www.youtube.com/watch?v=-PK55-kCviA Nvidia GPUs get substantial boost in performance with DX11 while AMD sees no changes. The varied, diverse and changing nature of PC gaming hardware is in contrast with nature of low level APIs which requires a single fixed hardware. I don't know why PC gaming community accepted low level APIs as a good thing for PC gaming industry.
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A benchmark that compares DX11 vs DX12 Quantum Break: https://www.youtube.com/watch?v=-PK55-kCviA Nvidia GPUs get substantial boost in performance with DX11 while AMD see no changes. The varied, diverse and changing nature of PC gaming hardware is in contrast with nature of low level APIs which requires a single fixed hardware. I don't know why PC gaming community accepted low level APIs as a good thing for PC gaming industry.***65279;
The way consoles get higher fidelity on lower hardware is by NOT using API's and writing directly for that specific hardware. APIs by design can be implemented on a range of hardware. Low level APIs are absolutely a good thing. The reason we are not seeing the gains that were hyped is because these are DX11 games with DX12 support added in. Not games built from the ground up with DX12.
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The way consoles get higher fidelity on lower hardware is by NOT using API's and writing directly for that specific hardware. APIs by design can be implemented on a range of hardware. Low level APIs are absolutely a good thing. The reason we are not seeing the gains that were hyped is because these are DX11 games with DX12 support added in. Not games built from the ground up with DX12.
Yes, APIs by design can be implemented on a range of hardware but Unlike DX11, low level APIs (DX12 and Vulkan) needs specific optimization for each architecture from developers and that is very time-consuming and costly. most devs do these optimizations only for a company that supports (pays) them. The Problem is, low level API push too much work onto developer and no developer can afford to spend time and money to optimize for every architecture in existence. it seems like PC gamers forgot that there was a reason PC always used High level APIs. Low level APIs just don't work with varied and constantly changing hardware of PCs.
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No DX12, No SLI or CFX. This is a F-ing joke. If the differences are as small as i have seen on Forza Horizon 3 on console and PC, it's even more pathetic. It seem all the big companies are having it their way on all fronts when it comes to PC.. Everything is being fazed out, locked, blocked or changed somehow. Not gonna be any PC gaming in the end. It feels like it's turning into a console as well with no options.
Go to Eurogamers Digital Foundry and look at the screen shots comparison between the X1 on PC version of FH3 and tell me there isn't a major difference... There IS a major difference. Is it SUPER obvious in motion? No. But if you looks at their screen shot comparison tool you will see how much better the game running on PC actually is. Your comment about Forza Horizon 3 is ignorant, there is a big difference in quality (not to mention 4K vs. 1080p and 60fps vs. 30fps) and you'd be blind not to see it.
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Go to Eurogamers Digital Foundry and look at the screen shots comparison between the X1 on PC version of FH3 and tell me there isn't a major difference... There IS a major difference. Is it SUPER obvious in motion? No. But if you looks at their screen shot comparison tool you will see how much better the game running on PC actually is. Your comment about Forza Horizon 3 is ignorant, there is a big difference in quality (not to mention 4K vs. 1080p and 60fps vs. 30fps) and you'd be blind not to see it.
Here's a link to that article... http://www.eurogamer.net/articles/digitalfoundry-2016-forza-horizon-3-face-off The screen shots i'm talking about are not the "settings" comparison but the "console vs. PC" comparison. Take a look...
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I'm confused...is this the same version as on windows store ?
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don't bother, pure **** game
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I'm confused...is this the same version as on windows store ?
Remedy used DirectX 11 for the Steam version as they claim to be more familiar with that API than with DX 12, performance wise there's a nice improvement on Maxwell and older architecture Nvidia GPU models but also a good improvement on Pascal GPU's though those already did pretty well in the Win10 store D3D12 build of the game. AMD seems to be unchanged which I guess is bad though perhaps it's good since if performance isn't worse then either something is really wrong or the overhead issue with D3D11 and AMD's drivers isn't a huge deal for this game. (Overall though the AMD 480 lags behind the Nvidia 1060 and going by the recent DigitalFoundry video comparison it's just a bit behind the Nvidia 970 too. - https://www.youtube.com/watch?v=-PK55-kCviA ) EDIT: It still looks identical to the previous DX12 UWP / Win10 store version and it still does not support multi-GPU setups and the "4K" video files have to be streamed and can not be downloaded separately though then again the game itself is some 60 GB in total and the "4K" videos on XBO apparently run at near 80 GB in total so eh I guess it saves a bit of space that way (Optional Steam DLC could have worked though, just check the box to install and then uncheck to remove.) at least the 1080p ones are included and don't need streaming.
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The way consoles get higher fidelity on lower hardware is by NOT using API's and writing directly for that specific hardware. APIs by design can be implemented on a range of hardware. Low level APIs are absolutely a good thing. The reason we are not seeing the gains that were hyped is because these are DX11 games with DX12 support added in. Not games built from the ground up with DX12.
I'm going to bet that for the next 12months (at least), EVERY game that has anything to do with DX12 will have performance related problems on one or both vendor cards. Nima V is right. DX12 is too much work, even for seasoned veterans. If it wasn't for the W10 adoption agenda, I think devs would release less buggy games (and faster) by sticking with DX11 than using "learning on the job" DX12.
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Their refusal to support their initial clients is horrible. They don't deserve to get paid for this.
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Their refusal to support their initial clients is horrible. They don't deserve to get paid for this.
Bussiness is bussiness. Remedy exchanged loyalty to his past clients on PC for present MS $$$ that bought a timed-exclusive in Xbox One/Windows 10 Store and a REAL DX12 exclusivity. This is not a limited case of course, it's simply an extreme case of "fairness" toward Xbox gamers due to have MS as publisher. Sony and MS as console makers are FORCING (or trying to) all the 3rd party game devs since 2-3 years (Xbox One/PS4) to apply the Ubi$hit "fair" policy toward console gamers: PC versions must be downgraded in order to expose consoles as the best gaming experience overall.Avoiding PC optimization, limiting graphical options or directly leaving trash behind like the QB upscaler on PC version. The TW3 downgrade was not due to technical problems or lack of PC power, TW2 on Xbox360 was too bad (TOO evidently bad) compared to the PC version that MS didn't want to suffer the same mortification with TW3 in Xbox one. I only hope Cyberpunk 2077 will not suffer an extreme case of "fairness" in the line of WD1 or QB. 🙁 CDRP should be more free now to decide the time and money they spend on the PC optimization thanks to the loads of money they got from TW3 PC version.I want to believe that.