On the front of nVidia-centric technologies, ACU hosts TXAA among the usual MSAA anti-aliasing options. It does this by shading each pixel in camera space, and then computing the penumbra size by analyzing the average distance to occluded objects.” “PCSS builds upon regular shadow mapping. To quote our review guide, because it states the functionality most concisely: PCSS also makes for smoother shadow casting upon dynamic objects, like characters passing through shaded sectors of the map. PCSS sharpens shadows as they approach the casting source, but then blurs the lines as shadows gain distance from the source (like a tree's leaf shadows vs. PCSS smooths shadows so that they're less perfect, similar in high-level concept to reducing the sharp, jagged edges of objects with anti-aliasing. Related to the world of lighting is the inclusion of PCSS, or Percentage Closer Soft Shadows. It is predicted by nVidia that HBAO+ renders approximately 30% faster than HBAO. HBAO+ saw improvements in its ACU implementation, especially centered around grass and leaf coverage and the interaction between foliage and light. HBAO+ and SSAO (both ambient occlusion technologies) create a deeper appearance to objects by following contours with shadows that change in intensity. The usual bombardment of lighting technologies makes a presence, too light is traced through numerous bounces, decaying in luminosity as the source grows increasingly distant. Smoke plumes billow from the occasional rooftop, fog hangs where appropriate, and mist can be seen low to the ground in some environments. Particle effects aren't quite as impressive as what we've seen in Lords of the Fallen's movement-responsive fog, but are still present and demanding. Soft bodies – cloth in flags and clothing, for instance – are physically interactive and respond to character movement and wind, further increasing demand on system resources. Assassin's Creed often features several dozen NPCs rendered simultaneously, each with full collision detection and responses to player movement. Assassin's Creed Critical Review - A Slowing in Pace.Īssassin's Creed Unity Graphics TechnologyĪCU introduces some of the game industry's most complex NPC crowd programming, loading system resources heavily with demanding draw calls and CPU-intensive AI / pathing.Gaming PC Build for Assassin's Creed Unity on Max Settings.(Note: We just published an Assassin's Creed crash fix article, for those struggling with CTDs and other black screen / stutter issues).īefore getting started, here are our most relevant ACU articles: The actual pixel output rate also depends on quite a few other factors, especially the memory bandwidth of the card - the lower the memory bandwidth is, the lower the potential to get to the max fill rate.Assassin's Creed Unity Max Settings (Ultra High) Gameplay Video ROPs (Raster Operations Pipelines - also sometimes called Render Output Units) are responsible for drawing the pixels (image) on the screen. The number is worked out by multiplying the amount of colour ROPs by the clock speed of the card. Pixel Rate: Pixel rate is the maximum number of pixels that the graphics chip can possibly write to its local memory in a second - measured in millions of pixels per second. It is measured in millions of texels applied per second. The better the texel rate, the better the card will be at texture filtering (anisotropic filtering - AF). This is worked out by multiplying the total texture units of the card by the core clock speed of the chip. Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be processed per second. It especially helps with AA, High Dynamic Range and high resolutions. The higher the bandwidth is, the faster the card will be in general. If the card has DDR type RAM, the result should be multiplied by 2 again. It's calculated by multiplying the card's bus width by the speed of its memory. Memory Bandwidth: Bandwidth is the max amount of information (measured in MB per second) that can be transported over the external memory interface in one second.
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