PC Tech Comparison: Batman: Arkham City
Issues aside, Rocksteady's superb PC build is a huge improvement over the console versions.
PC versions of cross-platform titles are often characterised as simple ports with only the power of the hardware itself giving any advantage over their console equivalents in terms of higher frame-rates or superior resolutions. Batman: Arkham City on PC is not one of these games. It's enormously improved over the console game, even if the initially broken DirectX 11 rendering mode grabbed headlines for all the wrong reasons.
While it doesn't reach the same lofty standards set by the likes of Battlefield 3, it's clear that UK developer Rocksteady has put some effort into making the PC version a substantially better experience. While much of the artwork is shared with the Xbox 360 and PlayStation 3 builds, pretty much every corner of the game is blessed with a graphical upgrade in one way of another. Some of the differences are quite subtle, adding an extra layer of mild polish to the look of the game, while others are far more drastic, showcasing just how much more detail and clarity is possible when pairing up Rocksteady's masterpiece with a decent spec PC. It's a game that cries out to be run at resolutions well in excess of the console standard 720p.
At the forefront of this is the inclusion of a DirectX 11 rendering mode, taking advantage of advanced visual features which increase graphical complexity and provide gamers with the highest-end experience possible. The results are very impressive indeed, as we'll demonstrate shortly, but only now is it actually playable via a recently released patch - previously, the game experienced lag and stutter that ruined it in this mode.
Pre-patch, Rocksteady simply recommended that users stick to the game's DX9 setting in order to obtain smooth gameplay, and even now, users of 32-bit versions of Windows still can't access DX11 without debilitating performance levels. However, for the purposes of the initial console head-to-head, we'll concentrate on the patched game running on top tier settings on an x64 system. So here's the new game up against the PlayStation 3 version, though if you'd prefer an Arkham City Xbox 360 vs. PC comparison, we've got that covered too, plus there's the obligatery 720p triple-format comparison gallery.
Arkham City at 720p with DX11 settings compared against the standard PlayStation 3 game. Use the full-screen button to enjoy full HD resolution.
As usual we've matched up the resolution with the console versions, running the game in 720p but with all graphical options fixed at their highest settings. This includes the use of 8x multi-sampling anti-aliasing, and with detail levels set to 'very high'. All DX11-specific rendering features have also been turned on, with the goal of showcasing just how much of an improvement you'll be getting when pairing up Arkham City with a decent PC. In all honesty, it's not hard to notice the difference.
How Arkham City PC Improves on Console
The most obvious boost in visual fidelity comes with the inclusion of anti-aliasing, an element missing from both the 360 and PS3 builds. The use of 8x MSAA provides ample coverage in all areas of the scene, with very little in the way of sub-pixel issues and plenty of clean lines free of obvious edge shimmering. The game looks very clean indeed, and the large amount of edge smoothing really helps to preserve subtle details far away from the camera. Dropping the amount of anti-aliasing down to a more manageable 4x MSAA also delivers a reasonably similar baseline look (though without such good sub-pixel coverage) owing to the dark nature of the game and the style of the artwork, which tends to hide the 'jaggies' quite well.
The key artwork is also hugely improved over the consoles in many areas, and the difference is striking, with the PC game offering up higher-resolution textures that are noticeably more detailed from a distance and that contain even more subtleties when viewed up close - things such as pores and indentations in the characters' skin are more pronounced, along with the textured material of their clothing (Batman himself is a triumph in this regard). Characters in general benefit the most from this upgrade, with additional surface shaders bringing the in-game models ever closer to matching their counterparts, shown in the game's in-engine cut-scenes.
There's a lot of shared artwork between the console and PC versions of Arkham City, but the top shot demonstrates how some core art gets a substantial improvement. In the bottom shots, you can see that LOD popping is far less of an issue on PC.
Additionally, the streaming issues present in the console versions of the game are practically gone, and parts of the environment also benefit from having more detailed texture work on PC. The harshest transitions between mip-maps are entirely absent, with higher quality art being loaded in much earlier. There are some minor instances of texture pop-in, but this is hardly visible at all when playing the game, and is part and parcel of optimising for an open-world set-up - there's no point in loading in the highest quality assets on objects very far away from the player as the finer details won't be resolved when viewing them from a distance.
Beyond the use of higher-resolution assets, another key visual upgrade when moving over to the PC version comes with the use of tessellation: a feature of the Direct X 11 renderer which adds more geometry detail to parts of the environment and characters, thus bringing more three-dimensionality to the scene. Working in combination with carefully placed displacement maps, objects which previously appeared a little flat or blocky on the consoles now feature a lot more depth and polygonal detail, with this enhancing the stylised architecture found throughout the game.
We've put together a set of shots below that give you a very good idea of what you're getting: the bricks on the wall in the top shots now feature more polygonal detail, rather than this being faked via the use of normal maps, while the rubber piping in the images below appear rounded as you would expect, compared to the more rudimentary representations seen on the consoles. All across the game we can see subtle enhancements due to the use of this technique, adding to an already polished visual experience where the art is concerned.
A couple of comparison shots showing how tessellation and displacement mapping improve the look of the game in DX11 mode. The rounded brickwork on the wall to the left in the top shot, and the background detail behind Poison Ivy on the bottom shot are subtle but effective additions overall.
Many of these improvements scale up nicely when rendering out in higher resolutions, taking advantage of the additional pixel precision available. The already detailed artwork gains an extra level of clarity when viewed in 1080p or other console-beating resolutions, while the use of 8x MSAA (in turn with the smaller pixel structure) leads to a smooth, almost jaggie-free appearance to the game. It's fair to say that Arkham City looks absolutely stunning in these conditions, and you get the feeling that the visuals are being fully fleshed out in a way that is only possible when gaming on powerful PC hardware.
Improved Effects Work and the PhysX Factor
In other areas, improvements to the visual effects work are also evident; motion blur is rendered using a higher precision implementation, with object blur being more prominent during the cut-scenes and when performing specific, context sensitive moves. Horizon-based ambient occlusion (HBAO) adds a noticeable amount of depth to various scenes, subtly and without appearing overblown. The PC game also benefits from multi-view soft shadows (MVSS): the use of contact-hardening soft shadows for all dynamic shadows cast by both Batman and Catwoman, whereby the shadow penumbra sharpens up when either character interacts with these.
PC benefits from more effects such as additional light sources and ambient occlusion, along with higher precision versions of existing effects, such as motion blur.
In terms of the game's lighting set-up there are additional light sources present in many scenes over the console versions, along with enhanced lighting effects in others - an extra bloom component can be found on various lights throughout the environments, with some being noticeably brighter than others. Along with this, we get the familiar HDR lighting set-up as seen on both consoles, complete with the pleasing use of Unreal Engine 3's lightshaft technology.
Beyond the more obvious eye-candy, we also have PhysX integration within the game's framework. PhysX provides users with compatible NVIDIA hardware with more realistic collision routines between smoke and particle effects, along with enhanced physics for clothing and various environmental objects; paper and debris get kicked up when fighting, wooden crates and walls splinter upon impact, and there's a general sense that yet more believability is subtly added to the game world as a result.
Similar to Arkham Asylum, the implementation of GPU-accelerated PhysX in Batman: Arkham City provides some dramatical visual improvements to the game.
All in all, there's no question that the DirectX 11-powered version of Batman: Arkham City is leagues above the console SKUs, which isn't at all unexpected given Rocksteady's previously stellar work on the PC port of Arkham Asylum and the ever-increasing gap between console and computer hardware. However, considering the fine work carried out on making the PC version this superior to the 360 and PS3 releases, has the recent patch fixed the various performance issues users have been reporting?
Without the patch enabled, running Batman: Arkham City using the DirectX 11 rendering mode isn't a pretty sight where performance is concerned: essentially, the game near-constantly stutters and drops frames, often severely impacting the gameplay in a way which ruins your enjoyment. One minute things are relatively smooth, while the next everything falls apart, with regular switches between the two.
Arkham City: DX9 vs. DX11
The good news is that things have definitely improved after installation of the patch. Running the game in the highest settings still puts a strain on our i5 and GTX460 set-up, but the annoying stuttering and hitching that frequently occurred is massively reduced. Lag still kicks in during cinematic sequences and in some gameplay moments (such as the slow-motion takedowns when the last enemy is dispatched), but across a general run of play, things are far more stable. The issue is still present to some degree, but it's now an occasional annoyance than a game-breaker, and if you drop down from max DX11 settings you can still enjoy the majority of the experience without the performance issues.
So, 64-bit Windows users can finally enjoy the game in all its graphical glory (hardware specs permitting, of course). However, 32-bit Windows users aren't so lucky; Rocksteady are still working to resolve the issue, but until then they're effectively stuck with the older DX9 rendering mode as a temporary solution. This isn't a deal-breaker, but regardless, it remains shocking that the game should ship in this state in the first place. So until another patch appears that sorts out the issue for all operating systems, what's the impact of a DX9 downgrade? Is Arkham City still a console-beating game on PC?
A cursory 720p comparison of Arkham City's DX9 and DX11 renderers suggests that the differences are quite subtle and nuanced - even the standard DX9 rendition is a significant improvement over the console games. Use the full-screen button to enjoy full HD resolution.
In all honesty, the drop in visual fidelity is hardly worth shouting about considering that most of the additional upgrades found in the DirectX 11 rendering mode are still in play to some extent - albeit with simpler, lower precision versions of similar effects. While tessellation is completely absent (as such we do lose those smoother, or more three-dimensional surfaces) along with the use of MVSS for contact soft shadows, we still get the benefits of having higher-precision object motion blur above the console versions, and screen-space ambient occlusion replaces the heavier HBAO implementation found exclusively in DX11 mode. The use of AO is handled delicately, with little in the way of unsightly artifacts, and does a good job of subtly adding extra depth to the scene.
Elsewhere, the higher-resolution textures and improved surface shader effects all remain firmly in place, and scale up just as well when moving up the resolution chain. Characters feature additional geometry details and more refined use of normal mapping over the console versions, and the game still looks superb overall.
By far the main difference, though, comes in the way of performance. The game is not only smooth and playable, but also runs faster on less powerful hardware. This isn't really surprising given that the DX11 mode is still borked in this regard for 32-bit Windows users, but we do see that the additional graphical upgrades really start to shine when paired up with high frame rates. While 8x MSAA in combination with PhysX set on normal proved a little too much for our Core i5 and GTX 460 combo to manage (we got between 50 and 20 frames per second depending on draw distance and scene complexity), dropping AA down to 4x and turning off PhysX altogether helped to stabilise things a little without having to disengage v-sync.
However, owners of a top end Core i7 and GTX580 set-up should be able to enjoy a far more consistent 60FPS experience without any concerns at 1080p, providing a definitively superior experience over the 360 and PS3 builds, while Rocksteady themselves recommend a GTX570 class GPU as a solid starting point, with a second GPU attached to the system if you want to enjoy the PhysX effects at max.
Scaled up to higher resolutions, such as 1080p, Rocksteady's excellent modelling and improved textures create a visual experience significantly beyond what we've seen on the existing console games. Click on the thumbnails for full 1080p images.
In all fairness, some of the enhanced DirectX 11 feature set simply adds extra subtleties to the game's graphical make-up, rather than providing another gigantic leap over and above the Xbox 360 and PlayStation 3 releases. In that respect, the boost in visual quality gained from the use of higher resolution artwork, more detailed characters, and improved lighting - all contained within the lower-end DirectX 9 framework - is easily enough to make Arkham City on the PC by far the best version to get. The leap over the consoles is night and day, and as a result of the superior performance the game is more fun to play.
There's also full support for NVIDIA's stereoscopic 3D Vision technology - while this does present further performance implications, the 3D effect is remarkable, especially on the newer 3D Vision 2 set-ups. Games with platform-style elements like Arkham City definitely benefit from increased depth perception, but it's the quality of the modelling and the materials that generally look fantastic when viewed in 3D, and the open world elements in particular present some spectacular views that are greatly enhanced with 3D Vision. Be prepared to fiddle with settings to get a consistent level of performance though: we found that 1080p 3D even with a GTX580/i7 combo required dialling down some settings and opting for the DX9 renderer.
Overall, while the game-breaking bugs in the DX11 mode can only be viewed as a massive own-goal (thankfully, mostly resolved now when running a 64-bit OS), the PC version of Arkham City is still absolutely worth your time and your money, clearly showcasing the benefits of the platform against the ageing console hardware more than most multi-platform titles, and presenting a wealth of lovely new features - especially so for owners of more powerful NVIDIA graphics cards.
And if you didn't already know, Arkham City is also a superb sequel that manages to out-quaff the original in almost every way, delivering the most impressive Batman game we've seen so far - and if you've not experienced it yet, the PC version is the one to get.
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Comments (124) Latest comment 5 months ago
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Yes, I'm using 64-bit Win 7.
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The PC is my preferred platform but I have jet to see an implementation of tessellation that adds significantly to a games graphical presentation.
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Why is everyone always so quick to blame developers when they have pc issues when there's so many things out of their control (not just rocksteady, you see aggressive posts like this for practically every single game!)
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Already completed the game on xbox so I cannot see a need to bother with the PC version (which I would have got if they had not delayed it so long). Might take a look when its a Ł5 on steam next year as the xbox version gets traded in this weekend
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But maybe I'm doing it wrong. Trouble is I find having to completely leave the game every time I wish to tweak the settings an absolute ball-ache. Just would of thought that a pretty decent rig such as mine would destroy this game graphically.
What I did find slightly disappointing is that this article did not really explore the further AA settings above 8x MSAA and their affects.
Still a great read though.
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both looking exact opposite experience then.I want simplicity and minimal , whilst you want a project , for want of better term.
I'm happy to live with less pristine graphics,s long as I can just put in my game and play, cause I value my time, and spending it tinkering, just isn't a good use of it IMO. If PC's didn't involve so much messing around, I'd have bought one already, but happy to wait for next gen
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nvidia 500 and AMD 6000 series although offering DirectX 11
graphics support, in practice prove (I mean in real games), that
they aren't capable enough of offering a worthly DirectX 11
experience.
When even the nvidia 580 offers poor frame rates with high settings
I can only wish nvidia and AMD in their next generation of graphic
cards in 2012 make them powerful enough to make DirectX 11 games
with high tesselation features playable and in more affordable
prices for the averege pocket which covers the 90% of pc gamers.
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Anyone running Windows 7 on 32 bit is doing something seriously wrong, I can't see anyone using that these days.
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I can't tell if your're being funny or if you're just a jackass
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Graphics Cards of this generation are perfectly capable of delivering a good DX11 experience.I own a previous gen Radeon 5870 and I can run everything DX11 maxed-except BF3,which runs close to maxed.It is bad programming and lazy ports that does this you say.
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Besides I'm in the minority but I didn't enjoy this new batman. Far too much back and forthing.
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a new console....it's time
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I'm a paying customer and my achievements get registered on Games for Windows Live, but every time I restart the game my progress vanishes.
I'd gladly sacrefice DX11 for just the ability to save my progress!
So many weeks in and to many, the game is still a broken mess on the PC.
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Gaming on PC is still a mixed affair. I got one about a year ago (after giving up on PC gaming a good few years ago) and when everything falls into place it's brilliant but more often then not you will end up having to tinker about with the settings until YOU are satisfied. The initial outlay is quite expensive but the games are a lot cheaper especially if you wait for the prices to drop and/or for the constant deals on digital download shops (recently got RAGE for less than Ł13). The beauty of gaming on PC isn't just the graphical upgrades but also the buttery smooth frame rates and tear free gameplay. I mean say your happy with the standard console 30fps/720p experience than you really won't need that powerful a PC to run that. You can wack all the settings right up, won't even need to engage v-sync and play a rock solid 30fps (or 60fps if you want which should be no problem at 720p) with no screen tear at all. Some console exclusive games I wish I could play on PC as it's evident the host console is holding it back from looking really good as opposed to just good. Halo Reach and Resistance 3 spring to mind.
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Oh yeah, and I'd probably have to sell my ps3/360 to fund new PC, and missing out on those exclusives like last guardian etc would kill me. I'm going to invest my spare change in a 3ds tbh, as I'm missing the Nintendo magic having sold my Wii. The cravings for Mario and Zelda are killing me.
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25 years of gaming has taught me that graphics arnt everything, hell in some games they account for fuck all
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Are you kidding? I just watched the full screen hd version and apart from less jaggies and slightly increased texture resolution the PS3 and PC look identical.
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I'm perfectly happy with the way my old 4870 runs the game, didn't see enough in it to make a DX11 upgrade needed.
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Looking forward to seeing how the dx11 tesselation looks since it can be subtle but very impressive when you notice it. I imagine the water effects are much better as well.
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Sorry but that's the closest to jargon I can do!
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My PC cost over 3K...so I think I'm justified in saying that the Price-to-OMFG ratio is still way off.
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The article does makes it sound like the game simply shipped with those issues; as if they apply to everyone. Just pointing out that's not true for the benefit of anyone still considering getting it.
technowibble:
i5 2500k, gtx 560ti + gtx 275 (for physx), 16gb ram on Win7 x64. Running DX11, max settings @ 1920x1280 with vsync and getting 55-60fps (average 58 on the benchmark).
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From watching the first video, I noticed that the PS3/360 versions have a lot of screen tearing and that the PC version wasn't running very smoothly which is more noticeable when the game is running at half speed as it is here.
While the fixed DX11 version is an improvement on the tragic initial release (what possible excuse was their for releasing the game with broken DX11 code in the first place?), I couldn't honestly see much difference between DX9 and DX11 personally while playing the game and I've been playing on maxed out settings. Tessellation is the most noticable improvement IMO but only in Ivy's lair and on the T-Rex in the museum. If it's anywhere else then, like the advanced shadows and ambient occlusion, it is so subtle that I missed it. And Arkham City is such a dark game anyway which makes these improvements harder to see.
What's worse though is that DX11 still isn't running as smooth as it should be on my machine (Core i7-920 @ 3.6 GHz, 6 GB, GTX 580, Windows 7 64-bit). The framerate tanks when going through doors for example (< 2 fps at times) causing a judder that doesn't happen under DX9. These framerate dips are even apparent in the built-in benchmark as they occur between the different areas where data is loaded and result in the minimum framerate being lower than it should be. I'm playing at 1920x1200 on Ultra with FXAA (High) and PhysX on Normal. Benchmark returns a min. framerate of 26 fps, an average of 52 fps and a max. of 78 fps on those settings.
Maybe future drivers and another patch will improve DX11 but I can't help but be a little disappointed reall and it certainly didn't help that DX11 wasn't working out of the box. The game is gorgeous looking even in DX9 but the higher resolution and framerate plus steam effects from PhysX elevate it above the console versions. Tearing aside, the Xbox 360 looked and ran great though.
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With everything on high and tessellation disabled I get almost rock solid 60 fps, however, it drops to about 30 when I put tessellation on medium.
Not sure if my PC is showing signs of age or the DX11 implementation in this game is bad.
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PCs are supposed to be 10x more powerful than consoles.Consoles do seem to hold up well compared to PCs,but in reality they stall graphical progress,as they are the main platform of gaming development and games are optimized for them.
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My specs:
2500k at 4.5ghz
8gig RAM
HD 5870 1gig
Win 7, 64bit.
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On a side note that physX comparison video is laughable
Comparing a 5 year old 8800GT, to a modern top of the range 560gtx is a joke
Show me a 560GTX with physiX on and one with them off.
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The issues make this game virtually unplayable -- shoddy, unoptimised DX11 mode, Games For Windows Live, Securom etc etc.
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Then the next one will be a lazy port or not even bother with platform. Then the pirates will cry, because they can't steal it anymore.
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If I could afford a good gaming pc I'd get one, but for half the price you get a brilliant experience on console that doesn't lose much in the way of significant features compared to pc. Not yet anyway.
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Really shoddy code at work, still :-/
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I did it solely to show how the game can work on a relatively old graphics card.
.
I don't like this new thing where people call things unplayable. Unplayable means it can't be played, AT ALL. That is just far from the truth. I am playing it *perfectly* with everything turned up, including DX11. For those who have trouble with DX11 they can just play it in DX9 and it doesn't even look that much different. If you can't get it to work even in DX9, then that is just some problem for you personally.
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That's why as much as I keep pondering getting an up to gate gaming rig (for the awesome PC racing sims more than anything else) it's simply not a viable option that I can really get behind as I'm fed up fixing technology just to get something that may work right (then fails anyway). Would rather save my money for the next Xbox and then we'll be back up to speed
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I thought the same when I got AA on 360, after I saw the PC running it, the diff is night and day.
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Would you call the inability to load save games a flaw that makes the game unplayable?
If so, then the game is unplayable.
Happens to me and many others that save games simply vanish.
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2073600 pixels at 1080p versus 921600 pixels at 720p. More than double. Shame we don't get to appreciate that, hence comments of 'it looks the same'. Sit somebody down in front of a decent gaming PC, and there's no mistaking the difference.
Not sure why EG feel the need to slow the vids down either. Gives the impression of a choppy frame rate on all platforms when in reality it's not the case.
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Could you clarify if you refer to DX9 or DX11 in this passage?
I have overclocked GTX560Ti and i5-750 @ 3.6GHz, 64-bit Win7 and I find DX11 performance abysmal, post patch. I play at 1080p with everything maxed out, FSAA is FXAA high, physx is normal - and for example when I am standing in the middle of the "hospital-chuchr", where abosolutely not action is taking place, the framerate dips into 20s! This is crazy.
Not to mention that while I hardly notice DX11 improvements while I am playing the game, I definitely notice framerated drops, so I chose to play DX9.
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Dude, we're also getting DX11 effects and increased texture resolution. Nobody who's played BF3, Crysis 2 with everything turned on could say we're only getting res + FPS over the consoles. With the right game it's a world away.
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Tell me about it. I was getting wound up by people proclaimg the 'patch' was an improvement haha. Performance is utterly abysmal.
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My copy of Arkham City on the PC has never displayed Xbox controls in game. Does this happen when you connect an xbox controller?
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So you're saying you've not played it then, post high res update? I would advise you to do so, then come back to me better informed.
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Being both a PS3 and PC gamer (I've only played the PS3 version of Arkham City) I know that a high resolution and higher framerates alone (although my Geforce GTX 260 is now so dated that it's struggling to manage both in an ever increasing number of games) are usually enough to feel like a pretty huge improvement over a 720p, ~30 fps console game, but that's something I take for granted so I was looking for other elements with a major visual impact in this game, considering the boasting sub-headline.
I'm not really seeing all that much though, aside from PhysX and slightly sharper textures. Plus anti-aliasing of course, but that's obviously an option in all PC games.
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How many games use PC power? Only the ones on PC. The ones that have legible signs.
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The card is factory overclocked (Gigabyte OC), the CPU is Quad.
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Sorry you've lost me again. I need about an hour to decipher each of your sentences.
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What do you mean which games take advantage of a gtx580? ALL OF THEM IS THE ANSWER.
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Arkham Asylum runs perfectly on full settings with an old GTX295 nevermind a GTX580. None of the cards are PPU dedicated which is why you need to give over a whole graphics card if you want full Physx. Even then the old GTX295 was able to handle low Physx along with running 1080p etc. At least you have the option on PC for physx. And that GTX295 can be bought for less than €100 off ebay.
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Not too bad. will depend to an extent on your CPU & RAM. \i sm running an i5 2500K at 4.5Ghz, 8gb RAM and a 5850. max DX11 settings range between 20-45fps. dropping it a little boosts it to 40-60 and going DX9 is in excess of 60. You can get 60+ without DX9 but just need to toy with settings. thankfully they have kept the benchmarking option in the game.
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Also i like these head to heads but there is a big problem. the video quality is so poor that you are very hard pressed to see any bloody difference!
Also EG/DF need to do what they do over at tomshardware...use a gif that changes constantly so you can see the changes in qualuty between two or more images easily. I dont know about everyone else but by the time i have hit back and then clicked to the next image i have forgotten what the previous image looked like.
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By the way a GTX580 isn't the best card on the market.
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Rolling out the same tired old crap about the cost of PC gaming isn't going to convince anybody. My PC cost Ł700. Ł300 of that was to buy 2 x gtx470s. The other Ł400 I'd have spent anyway, because surely even console gamers have some kind of PC/laptop/Mac or whatever. So when you talk about value, PC gaming isn't all that more expensive, and I'd consider my machine to be pretty high end in that I run all games smoothly in 1080p with everything on.
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2. Never glossed over anything.
3. Take your pills.
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Have just got a bugbear because you've spent so much money?
Most PC gamers KNOW they're playing the same game as console gamers, but where the devs have made the effort, we're getting some real 'nice to have' benefits in graphical fidelity. For me, that cost Ł300 over the cost of a regular PC, which I think's pretty good value.
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So I think the PC version does have a lot more room for improvement. Some better draw distances and smoother texture popup would be nice, and some higher res textures. But really, I don't care that much. The game looks REALLY nice so I can't complain. It looks good on consoles, and it looks a bit better on PC, so I don't feel short changed.
@Skirlasvoud
Yes, but when you say the game is unplayable you make it sound like it affects everyone. The majority of people are enjoying it and playing it without problem.
@oi
You sound like a noob. The game works fine for me on the PC I listed above, so how do you account for that? If it doesn't work ok with everything cranked, then suck it up and turn off DX11 and/or the physx. You sound like a spoilt child when you expect to play it with everything turned on full even though your PC isn't up to it.
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The whole meat of your longwinded arguement is based on the fact you can't accept a graphic card can't do massive amount of physics. Graphics cards are designed to shift polygons and shade them not calculate physical collisions which is why they had dedicated PPUs out which no one bought due to the lack of game support.
Ł25 gets you a dedicated GTX8800 for physx. TWENTY FIVE POUNDS.
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dood u jelly bro?!
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I think some people do have a strange idea of how different it's going to be though, they almost expect an entirely different game where the developers have done a brand new set of uber high res artwork. PC gets the same artwork as consoles but the higher res lods which the developer has had to strip out for the consoles due to the fact they are really low spec and only have something like 256 meg shared memory.
The differences with PC games aren't normally massive but are very noticeable, the higher textures, nicer lighting methods, AA, physics, smooth frame rate and higher resolution rendering, all noticeable when you turn them on and off especially when seen on an actual PC and not just commenting on some video on eurogamer, they never show the differences very well. So if you want the best possible version of the game, get a decent PC I say... when the game works that is
The game really is quite intensive to run, I have an i7 2600k with a GTX580, running maxed out on everything in 720p and it's not 60fps smooth all the time, to run anything higher than 720p you really are going to need that extra graphics card.
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"Rocksteady's superb PC build"
Ahahahahaa! Wow. O_o
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I've got the same system exactly and imo a 2600k/580 combo should play ANY PC game 720p/60fps. Hell it runs Crysis maxed out at 1360x768 damn near constant 60fps so with not Arkham City? Because Arkham City is so poorly optimised, that's way.
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It's tough man, I know.
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I think DF has it wrong by saying it is just a matter of LOD in the wall resolution drop on 360 when compared to the PC(second stills).
It actually looks like the PC is using the parallax mapping feature on those side walls which is a feature implemented in UE3.5 for PC and PS3 iirc.
Parallax mapping however needs a extra UV/normal map and much more processing to be able to make the stretched quad wall appear like complex geometry at parallel surface viewing angles. But because the effects are most pronounced to the viewer under dynamic lighting, which is lost in Jpeg stills and poorly retained in DF captures by either 8bit capture undersampling or incorrect H.264 settings (eg compare to Sony's Last of Us PS3 capture trailer and the way its preserves the dynamic range).
It is quite ironic that DF are now hypocritically using the “night and day” line for the PC, against a backdrop that no one can really see a difference in their captures; yet have worked so hard this generation to suppress the visibility of these similar type difference advantages for the PS3 games as far back as Half Life 2.
All they have successfully done by playing down differences for so long, is accelerate the abandonment of rasterization graphics in home consoles and PC gaming; as the incremental improvements are no longer visible in print or online media to the masses, or meaningfully now (a diminishing return) for core gamers to buy new hardware for.
It might have helped Microsoft do okay to compete with two technically superior platforms this generation, but unless they've got some great deal with Intel or AMD to achieve real-time photon tracing next generation, or abandon graphics prowess for Kinect 2.0, I think the partial success is going to be quite short lived given how lukewarm people were with Epic's Spartan demo also.
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You would definitely hope that combo to run any game at 60fps. Crysis was perfectly smooth even after all the updates
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Oh yeah, I didn't see they said that was polygonal detail. Silly DF! It's definitely parallax mapping and one of the nicest features of the DX11 in my opinion, the cobbles really show it off but everyone shows screen shots from high up in the rooftops rather than street level where this game looks like sex! Could you imagine modelling each extra brick and cobble... eek! The effects definitely get lost in whatever compression DF are using!
In terms of real time photon tracing by the way it's not an unrealistic goal
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And for your information I play more PS3 games than PC.
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I already told you the graphic cards aren't built to handle physics. GET OVER IT.
If you just want to sit here crying about how there's no one card solution instead of just buying a cheap second card to handle physics then there's no point to this.
Here's a tissue.
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Have to agree with Vizzini here. EG does a poor job at hammering home the differences in comparison pics and has routinely tried to make the 360 look better than anything else out there. I am not even sure what settings they are using half the time.
And they even go so far as to put 720p caps up against the console ones as if anybody with a decent PC is playing on that res though I see why they do it. But where is the totally uncompressed 1080p caps that should be going against the console and we could also use some better pics to illustrate the depth of the environment and the detail that comes at you at 60fps (though this one may not hit that for most). Just the pop in reduction alone is enough to make me want the game as pop in is the worst offender along with jaggies and screen tear in making games feel like you are really not immersed in them.
Some guys here obviously have NEVER played on a PC. Word of advice: get the game when it's like 5 or 10 bucks on steam and it will run fantastic. Meanwhile, enjoy the whole backlog of great games on steam when they are on sale and you will not even notice the time passing.
For guys like k.kara you really need to just try it out sometime. PCs are infinitely more reliable than consoles. I just spent 1200 on mine and got the latest stuff packed in. An overclocked sandy bridge 2500k and an EVGA 560 ti with 10% overclock as well as everything else including a bluray player.
You can only get smarter by running into problems and really there should be none if you go the Nvidia route. This stuff isn't rocket science. I play ALL my games perfectly. No driver issues but yeah you are going to have to learn a couple things about installing drivers cleanly and tending to your system with something like AVG Tuneup 2011 which makes it a breeze.
It is actually more fun than you could ever imagine. If you only game on 360 WTF are you waiting for seriously. I have a PS3 with literally tons of PSN and retail games but I am taking a break and letting the prices come down. I don't play any multiplat games on PS3 at all. Why?
Because 1080p on a 30 inch plus screen is godly if you are sitting close. You guys saying you can hardly see a difference o man you guys are just inane. Stop watching that vid on your 20 inch monitor from 10 feet away and go get a PC and decent length HDMI and hook it up to a large Plasma or local dimming LED and you will see just how much difference there really is. Immersion levels go up 200% for me. I never felt like that except in the best PS3 games like Uncharted 2 or Killzone or whatever. And the jaggies in those games kill immersion for me at least.
I am playing Witcher, as well as 900 other games, right now and it's probably the best RPG I have ever played. The Witcher 2 looks at least 2x better in GFX as well and I still think 1 looks better than any PS3 semi-open world RPG. AND I am playing it with my PS3 controller with motionjoy drivers and xpadder.
I play most of my PC games with a PS3 controller. Another is Ghostbusters.... O man you have never seen that game unless you are playing it on PC with 8xMSAA at 1080p. COMPLETELY different game from that horrid port. I can see why people think Batman looks good on consoles as it is mostly in the dark but there is still going to be SIGNIFICANT gains in POP IN and Jaggy Reduction. And those things are very important to a lot of us.
I am all for both consoles and PCs but when my console breaks down and dies and leaves me with a 300 dollar bill it can go **** itself. Play most of my multiplayer on PS3 exclusives and believe me I yearn for the day when I get 1080p 4xMSAA and can play with my buds.
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I agree with most of your points. I also think, judging by some of the comments on EG, that some people on here have never played a PC game in their life.
Therefore, it's just all gobshite and negativity towards the platform. It's just sour grapes.
Ah well, fuck them, it's their loss and such people will never experience the delights of PC gaming. They don't and never will know what they're missing.
The PC is the best platform out there by a mile (IMO).
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Yes, I'm using 64-bit Win 7.
I still can't use DX11 properly with my two 5870 in Crossfire. Flickering textures, stuttering, considerable performance drop. I didn't play before patch so I don't know what it was like before.
Yes, I'm using 64-bit Win 7.
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"it's like when people say they can't tell the difference between 720p and 1080p"
You are pushing your luck there..
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