Watch Dogs - [ PREVIEW ]

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[h=1]Watch Dogs Graphics, Performance & Tweaking Guide[/h]


By Andrew Burnes on Mon, May 26 2014 Featured Stories, Guides, NVIDIA GameWorks
watch-dogs-graphics-performance-and-tweaking-guide-key-image-640px.jpg
Watch Dogs is Ubisoft’s newest franchise, promising unprecedented freedom and opportunities in its open world, near-future recreation of Chicago. As Aiden Pearce, a brilliant hacker whose criminal past led to a family tragedy, players must enact their own brand of justice on those who wronged Aiden, using the city’s interconnected technologies as a weapon.
Built on Ubisoft Montreal’s new, scalable Disrupt engine, Watch Dogs brings advanced graphics, effects and technologies to the table across multiple platforms. On PC, gamers benefit from higher-resolution textures, city streets teeming with additional NPCs, richer effects across the board, support for resolutions up to 11520x2160, an unlocked frame rate, and additional NVIDIA technologies that further improve the game’s graphical fidelity.
In this article we’ll examine the game’s features, show comparisons that highlight their benefits, reveal advanced configuration file tweaks, and offer optimal playable setting recommendations for the most popular GeForce GTX GPUs.
[h=3]Article Contents:[/h]
[h=3]Watch Dogs System Requirements[/h]Watch Dogs’ system requirements are indicative of the performance necessary for new-generation graphical extravaganzas. DirectX 11 is required for the suite of new effects, 6GB of RAM is required for storing world data, models and other game elements, and newer CPUs and GPUs are required to push the many pixels.
[h=3]Minimum System Requirements[/h]
  • OS: Windows Vista (SP2), Windows 7 (SP1) or Windows 8 64-bit OSs
  • Processor: Intel Core 2 Quad Q8400 @ 2.66 GHz or AMD Phenom II X4 940 @ 3.0 GHz
  • Memory: 6GB RAM [Watch Dogs will run with 4GB, but you may experience frequent stuttering]
  • Graphics: GeForce GTX 460 or better
  • DirectX: Version 11
  • Hard Drive Space: 25GB
[h=3]Recommended System Requirements[/h]
  • Processor: Intel Core i7-3770 @ 3.5 GHz or AMD FX-8350 X8 @ 4 GHz
  • Memory: 8GB RAM or more
  • Graphics: GeForce GTX 560 Ti or better
[h=3]Ultra System Requirements[/h]
  • Processor: Intel Core i7-4770K @ 3.5 GHz
  • Graphics: GeForce GTX 780 or better
Recommendations for a variety of configs can be found here.

[h=3]Disrupt: Powering Watch Dogs[/h]Assassin’s Creed's time-hopping gameplay demands the use of the Anvil and AnvilNext engines, while Far Cry’s expansive worlds require the services of Dunia. For Watch Dogs, Ubisoft Montreal’s design documents contained ambitious plans that failed to align with the strengths of Ubisoft’s internal engines, or those of third parties. As a result, Disrupt was developed, enabling seamless multiplayer, complex AI systems, and modern-day urban worlds filled with detail.
As a product of the new generation of games, Disrupt features all of the technologies enthusiasts desire, such as deferred lighting, dynamic weather, real-time dynamic reflections, pre-baked Global Illumination, subsurface scattering, and multithreaded rendering across all CPU cores. SLI, 3D Vision, 4K, and 4K Surround support is included, too.
[h=3]Watch Dogs PC-Exclusive Graphics Enhancements[/h]Playing Watch Dogs on a geared-up PC grants you access to improved features and effects that the newest consoles are incapable of rendering. These include superior level of detail options for distant views, superior textures, models, water effects, reflections, vegetation, terrain, geometry, shadows, shaders, depth of field effects, and visual effects, to name but a few examples.
Furthermore, PC gamers benefit from the inclusion of NVIDIA HBAO+ Ambient Occlusion shadowing andNVIDIA TXAA Anti-Aliasing, which improve image quality significantly. For detailed explanations of each, and demonstrations of their capabilities, keep reading. For more on our work on the PC version, check out the video below:



http://international.download.nvidi...Watch Dogs GeForce GTX Technology Trailer.mp4
[h=3]Watch Dogs Game Settings Detailed[/h]
[h=3]Ambient Occlusion[/h]Ambient Occlusion (AO) adds contact shadows where two surfaces or objects meet, and where an object blocks light from reaching another nearby game element. The AO technique used and the quality of the implementation affects the shadowing’s accuracy, and whether new shadows are formed when the level of occlusion is low. Without Ambient Occlusion scenes can look flat and unrealistic, and objects can appear as if they are floating on surfaces.
In Watch Dogs, gamers can enable Ubisoft’s half-resolution, console-quality Ambient Occlusion technique, MHBAO, and NVIDIA’s HBAO+, a DirectX 11 AO technique that renders shadows at full resolution with an unprecedented 36 occlusion samples per AO pixel. Compared to other AO techniques, HBAO+ is more detailed and more precise, and has a significantly lower performance impact per occlusion sample.
To see the benefits of HBAO+ in Watch Dogs for yourself, check out the comparison screenshots below and the interactive comparisons linked beneath each set of shots.
Interactive Comparisons

Interactive Comparisons

Interactive Comparisons

Interactive Comparisons

Interactive Comparisons

As you can see, the image quality improvements when HBAO+ High is enabled are considerable, adding realistic shadowing across all scenes, characters and objects, without AO halos, dithering, or flickering.
Performance: Using our initial Ambient Occlusion test location we measured the performance of each AO setting on an i7-2600K, GeForce GTX TITAN SLI system at 1920x1080, with every other setting maxed out, and 4x TXAA enabled.
watch-dogs-ambient-occlusion-performance-chart.png
A 13 frames per second different between Off and HBAO+ High is a moderate sum, but given the leap in image quality it’s more than worth it.

[h=3]Anti-Aliasing[/h]Anti-Aliasing removes jagged edges from objects, improving scene fidelity significantly. In Watch Dogs, Ubisoft Montreal gives gamers eight settings to choose from, including TXAA, a NVIDIA-developed hardware anti-aliasing solution that combines MSAA with temporal anti-aliasing resolves to minimize edge aliasing, and virtually eliminate temporal aliasing, the movement and flickering of anti-aliased edges. Here follows a summary of each setting, with accompanying comparison screenshots.
FXAA: High-performance post-process anti-aliasing that even the slowest systems should enable. As with other post-process techniques, FXAA is also capable of anti-aliasing alpha textures, which are used to cheaply render chain link fences, foliage, and other less visible game elements.
SMAA: Slower post-process anti-aliasing technique that offers superior anti-aliasing in the majority of cases, in comparison to FXAA, and with a reduced level of screen blurring.
Temporal SMAA: Offers identical anti-aliasing properties as SMAA, with the addition of a temporal anti-aliasing filter, which reduces the unsightly movement of anti-aliased surfaces. Compared to TXAA the effect is understandably inferior, but for those without the necessary GPU performance Temporal SMAA is an excellent alternative.
MSAA 2x, 4x, 8x: The use of performance-intensive Multisample hardware anti-aliasing generally results in superior image quality, but with Watch Dogs we would in fact recommend using Temporal SMAA over MSAA 2x, if you lack the performance for MSAA 4x. At 2x, MSAA’s edge anti-aliasing is far inferior to that of Temporal SMAA, and you also lose Temporal SMAA's temporal anti-aliasing and alpha texture anti-aliasing capabilities.
At 4x, MSAA significantly improves edge anti-aliasing, in addition to improving clarity of distant detail, to the degree that the loss of temporal anti-aliasing and alpha texture anti-aliasing is offset. 8x improves matters further, though at the expense of performance and VRAM usage, demanding the need for at least 2GB of video memory.
TXAA 2x, 4x: TXAA is NVIDIA’s custom-designed hardware anti-aliasing solution that works on all GeForce GTX 600, 700, and 800M Series GPUs. Compared to MSAA 4x, TXAA 2x offers superior edge anti-aliasing, in addition to alpha texture anti-aliasing and temporal anti-aliasing. TXAA 4x improves the quality of each, and outdoes MSAA 8x’s edge anti-aliasing without the need for additional VRAM.
In static screenshots and enlarged comparisons TXAA’s softer image is plain to see. In motion, however, its capabilities are unsurpassed, creating a smooth, clear image almost entirely free of edge and temporal aliasing.
Interactive Comparisons: Click on the following links to view interactive comparisons of the anti-aliasing settings, highlighting the capabilities of each:

A second set of images, below, shows the impact of anti-aliasing settings at 3840x2160.
Performance: The location highlighted in our screenshots features geometry, alpha textures, and surfaces that suffer from temporal aliasing, making it the perfect location for measuring the performance impact of each anti-aliasing option at 1920x1080.
watch-dogs-anti-aliasing-performance-chart.png
Using the data above and our screenshot comparisons, there are three clear recommendations: low-to-medium systems should use Temporal SMAA; medium-to-high end systems should use MSAA 4x with optional post-process anti-aliasing, injected courtesy of SMAA or SweetFX; and medium-to-high end systems equipped with GeForce GTX 600 Series or better GPUs should opt for TXAA for the ultimate combination of edge and temporal anti-aliasing.




 
Chutando pau da barraca , rodando td no talo , só Vsync e Blur desligado q ta bugado na AMD , travadas até uma hora

 
Testei o driver novo da nvidia e as travadinhas ao dirigir voltaram com tudo :damn:
(Mesmo com a paginação desativada)

Essas travadinhas tem nada haver com paginação, memoria virtual, etc....Isso é falta de vram ( memoria de video).
 
Espero realmente que tenha... porque esse papo CPU bound... e gargalo pra todo lado... e não sei o que mais... não ta colando...

Meu sistema não fica com 100% de uso durante o game... CPU 75%... ai fui olhar a diferença dele para o 4770k... e praticamente não tem diferença... pelo menos pelos reviews que vi...

Tanto que o cara do Guru3d fala isso:



Ou seja... não vejo porque um 3930 ou um 4770 pode melhorar no desempenho do game sendo que nem no meu 2500k ele consegue usar mais do que 80% do processamento...

Só se tivesse algo a ver com a quantidade de núcleos... não entendo disso... só sei que, pelo que vi, mesmo se eu tivesse um 4770k, não mudaria praticamente nada o desempenho do game...

temos que esperar os benchmarks de CPU da gamegpu.ru :fovhappy: para tirar a prova
 
Mais fotos agora com os testes da nvidia:

watch-dogs-4k-screenshot-006.png


watch-dogs-shader-02-low.png


watch-dogs-shader-01-low.png


watch-dogs-reflections-04-low.png


watch-dogs-reflections-03-low.png



watch-dogs-reflections-01-low.png




watch-dogs-reflections-02-low.png


watch-dogs-level-of-detail-02-low.png
 
Existe personalização de carros no game?
 
No tópico oficial vai ter dicas de como melhorar o desempenho? Pois foram tantas dicas no meio deste tópico que seria interessante listar no tópico oficial. :hmm:
 
Tem algum programa de limpar a vram ou fechar processos para aumentar o espaço livre da vram para o jogo ? :hmm:
 
Bom quem tiver com problemas em rodar no ULTRA, compre um desses ai embaixo (risos...)

geforce-gtx-watch-dogs-4k-surround.jpg
 
Minha GTX 670 abriu o bico nesse jogo em fultra em fullhd?


É isso mesmo? É pouco placa pra muito jogo?
 
Quando a galera tiver jogando já o modo online, vamos tentar ficar em algum ts pra nos comunicarmos ... dá pra explorar a cidade de boa, legal se tiver com os amigos.

Tem o da minha assinatura que é para o pessoal usar, você acho que usou já. Já tem uns 30 daqui do fórum que usa esse ts aqui.
 
que jogo lindo, e chato esse hem :/ não da vontade de jogar, só entrar ver os gráficos passear, não empolga, é só comigo isso?

o jogo ainda não lançou oficialmente ou ja ? quantos gbs tinha o que vcs baixaram ?
 
que jogo lindo, e chato esse hem :/ não da vontade de jogar, só entrar ver os gráficos passear, não empolga, é só comigo isso?


estou totalmente empolgado, falta 1 horas pra eu sair do trampo, contando a hora pra voltar a jogar... participei de cara troca de tiro épica que ficou na minha memória.. pior que tu não foi scriptado.
 
a diferença do lod do LOD do ultra para o low chega a ser ridícula

http://international.download.nvidi...detail-comparison-1-lod-ultra-vs-lod-low.html
KKK, caraca, comparando os elementos que estão presentes nos dois, a diferença parece ser até suave principalmente quando se está fazendo algo no game e não admirando paisagens (pra mim), agora a diferença de quantidade de elementos entre os dois é dose :damn:.
Estou pensando em pegar pra ver se aconteceria como no GTA IV, que roda lisinho aqui com pack de texturas mesmo com essa config básica que tenho. O que vocês acham? Sempre rodo na resolução 1152x768 ou 1280x800.
 
Espero realmente que tenha... porque esse papo CPU bound... e gargalo pra todo lado... e não sei o que mais... não ta colando...

Meu sistema não fica com 100% de uso durante o game... CPU 75%... ai fui olhar a diferença dele para o 4770k... e praticamente não tem diferença... pelo menos pelos reviews que vi...

Tanto que o cara do Guru3d fala isso:



Ou seja... não vejo porque um 3930 ou um 4770 pode melhorar no desempenho do game sendo que nem no meu 2500k ele consegue usar mais do que 80% do processamento...

Só se tivesse algo a ver com a quantidade de núcleos... não entendo disso... só sei que, pelo que vi, mesmo se eu tivesse um 4770k, não mudaria praticamente nada o desempenho do game...

Eu acho que cpu ta beleza, os i5 vão dar conta numa boa, o que pesa mesmo é a vram, de qualquer forma tem que se ter um pc bom para rodar na boa os games de hoje, mas tem gente que acha que não que tudo isso é besteira, então ta.
 
estou totalmente empolgado, falta 1 horas pra eu sair do trampo, contando a hora pra voltar a jogar... participei de cara troca de tiro épica que ficou na minha memória.. pior que tu não foi scriptado.

to bem no inicio kra, que missão foi essa? dirigir um carro é bem tosco, e hakear semaforos é imbecil, vc hakea, automaticamente eles andam e batem um no outro, como se fossem cegos :/
 
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