Because the title flows differently each time you play, and other factors influence the game as well (server quality, ping, etc.), there is a lot of unavoidable fluctuation.
Multiplayer titles that do not have an offline mode are not particularly suited for benchmark testing. For example, if model xy reached 59 fps on the High setting, we simply recorded 60 fps for Medium and Low. It may not be the best etiquette, but due to this issue we only tested our graphics cards in each setting if they did not hit this limit. While 120 Hz panels cannot display more than 120 frames per second, an ordinary 60 Hz monitor, like you find in more devices, will not exceed 60 fps. Unfortunately, the maximum refresh rate aligns with the frequency of the monitor. V-Sync, which prevents bothersome screen tearing, was deactivated for our benchmarks.
Thanks to the integrated anti-aliasing and anisotropic filtering, far-away objects still appear relatively sharp and without jagged edges. The brightness, picture mode, aspect ratio and field of vision can be adjusted as well. Be it light, shadow, effect and model details, or bullet holes, or ragdoll physics, they are all there. Speaking of textures: Because the maximum setting, "Insane," screams for a graphics card with at least 3 GB of VRAM, we chose not to use this level in our benchmarks and just stuck with Low, Medium, High and Very High.īesides texture quality, the video menu offers a number of other options. That includes the resolution and texture quality. However, we do want to praise the developers for the easy-to-use, well-designed menus, though some of the graphics settings can only be altered in the main menu, not during a running match.