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Rise of the Tomb Raider (PC) review impressions: Gorgeous game, ugly stutter - curryneway1990

I'm not quite done Lara Croft's second/eleventh risky venture eventually, so you'll have to forgive me for not having a full-blown Rise of the Grave Pillager go over ready today. On the other hand, the game's been extinct on the Xbox Matchless for two months now, so you've undoubtedly heard it's mostly more of the same compared to the 2022 Tomb Raider bring up.

Specifically, it's: 1) Very beautiful to flavour at. 2) Precise similar to Uncharted. 3) Kind of shooty. 4) More fun when you're not shooting things. 5) Did I mention it's very pretty?

It's that death family I'm going to concenter on today. Acclivity of the Tomb Raider's jump to PC brings with IT a whole other slew of graphical whizbangs to pluck, from the springiness of Lara's hair to the way trees blast around in the breaking wind. In that respect are lots of things unreeling in this game, which can be pretty impressive when everything's mobile along at a easy clip.

Rise of the Tomb Raider

Alas—well, actually there are two unfortunatelys to discuss here. First and fore: Rise of the Grave Raider was built in partnership with Nvidia, and I've no idea whether some of its branch of knowledge feats are exclusive to Nvidia cards. I was testing on a GeForce GTX 980 Ti then I cranked everything to maximum, but AMD users should be aware that this is non an AMD-backed game. And that's important, because the 2022 Tomb Raider was used as an AMD display case for TressFX, and up until this week I frankly thought the serial publication was still tied to Team up Red.

Which brings us to our second point: drivers. Nvidia is putative to have a Game Fix Driver prepped for found, but I seaport't been testing on it. Using the currently available drivers (361.43) I've seen some major slowdown in some of Rise of the Tomb Raider's larger environments. Drops from 100+ frames per second perfect to 40-45 are common, and are often accompanied by some distracting microstutter. Changing the settings doesn't seem to have any burden.

As far as I can tell, the issue resides in the aforementioned dynamic foliage. The biggest problems seem to occur in a locale proverbial As the "Geothermal Valley," a large wooded area with many swaying trees. Look at the trees, the frame rate drops. Turn the other steering, it shoots back up again. That's on a 980 Ti, merely a friend of mine is running an R9 280X and tells me he experiences the same issue in the same place.

Hopefully information technology's just a number one wood issue, as I said—the Tomb Raider performance results Nvidia's touting on the GeForce blog don't show unhealthful stutter, and it specifically calls out a rhythmical that measures stutter. I'll grab Nvidia's latest as soon as they fail live and update this story accordingly. And AMD users, hopefully your drivers are right around the corner.

UPDATE, 2:00 PM Pacific: I've installed Nvidia's Game Ready Drivers and it helped a bit, but didn't completely annihilate the stuttering. The Geothermal Vale continues to presentation clifflike drops in frame rate, falling from around 100 down to 55. Tweaking the Level of Detail down a notch gained me back five frames (bringing IT to a somewhat-stuttery 60), merely glucinium alive that even a high-steam-powered rig might show quite a bit of slowdown in these larger areas regardless of how the rest of the game runs.

And I smooth father't know when AMD drivers volition eject. Hopefully they're not too far off.

Source: https://www.pcworld.com/article/419354/rise-of-the-tomb-raider-pc-review-impressions-gorgeous-game-ugly-stutter.html

Posted by: curryneway1990.blogspot.com

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