Anything not moving like the mineral patches, the vespene gas geyser (which seems to have one of the nicest differences like the weeds), and the grass/weeds could have these textures already there at no more rendering expense t_t
Extreme graphics, can you tell a difference? - Page 2
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-orb-
United States5770 Posts
Anything not moving like the mineral patches, the vespene gas geyser (which seems to have one of the nicest differences like the weeds), and the grass/weeds could have these textures already there at no more rendering expense t_t | ||
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luckyjj10
Canada33 Posts
The new setting does not affect gameplay, only the cutscene engine in singleplayer. The nvidia driver does have SSAO option, but available for many games... The new setting and the nvidia driver feature have no relation except they are both SSAO. and yes, enabling SSAO through the driver level will almost always have a much greater performance hit than enabling in game(it is the only option if you want it in starcraft matches however) | ||
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Crushgroove
United States793 Posts
I personally love the new shadows. | ||
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Crushgroove
United States793 Posts
On January 12 2011 17:44 -orb- wrote: The saddest part of all of this is that a tonnnnn of this ambient occlusion can be pre-baked onto the textures so you don't have to waste rendering time rendering them real-time. Anything not moving like the mineral patches, the vespene gas geyser (which seems to have one of the nicest differences like the weeds), and the grass/weeds could have these textures already there at no more rendering expense t_t This isn't really true, different tilesets have the light coming from different angles... baked on occlusion is slightly less believable. Is it close? Sure... but why not offer a real option for those that can handle it. I would equate it to using sprites in a 3d game... the birds and stuff flying around the map could have just been sprites and most people wouldn't have minded... but I like full models and I'm sure other people would have balked at the cheap feeling of sprites in their stead. | ||
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snotboogie
Australia3550 Posts
On January 12 2011 16:45 vradovic wrote: just download new beta nvidia driver (I got same situation and now is fine). Thanks man. Can confirm, new beta driver increases performance by quite a bit. I'm running Extreme 1680x1050 and big battles only take fps down to a minimum of 40. | ||
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darklordjac
Canada2231 Posts
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ArcticVanguard
United States450 Posts
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SCdinner
Canada516 Posts
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Twitches
Canada365 Posts
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AimlessAmoeba
Canada704 Posts
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Twitches
Canada365 Posts
On January 12 2011 17:44 -orb- wrote: The saddest part of all of this is that a tonnnnn of this ambient occlusion can be pre-baked onto the textures so you don't have to waste rendering time rendering them real-time. Anything not moving like the mineral patches, the vespene gas geyser (which seems to have one of the nicest differences like the weeds), and the grass/weeds could have these textures already there at no more rendering expense t_t I guess that just kind of reinforces the idea that Blizzard really doesn't optimize their games very well at all. | ||
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TheRPGAddict
United States1403 Posts
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Jonoman92
United States9110 Posts
On January 12 2011 14:09 Megaliskuu wrote: I can barely tell the difference between medium and ultra rofl, and extreme is so similar to ultra so :x. ugh me too, I feel like such a noob but I cannot tell the difference between medium and ultra in-game. Maybe in side-by-side screenshots its noticeable though. | ||
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COBRA
United States26 Posts
On January 12 2011 16:42 snotboogie wrote: For some reason BFBC2 in Dx11 maxes out at over 60fps even in big battles for me, but ultra and extreme pull my sc2 down to 30 sometimes. (i5 750 @ 3.4ghz, gtx460 @ 865/2000) BFBC uses all CPU cores SC2 only uses 2 cores at the moment, but i heard that they are working on a patch for more than 2 cores to be utilized by the game. Have you checked to make sure that no AA is on? That really drops the frames, let me tell you ![]() EDIT: should have read the whole thread first, glad you solved the problem ![]() | ||
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