shyamalay

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  1. Resident Evil 7 is terrifying, but the PC graphics options need not be. In total there are 19 different graphics settings which can be changed in Resident Evil 7, and each of these has several options within it. Not all graphics options are created equal however. Some are much more demanding than others, while some of the least demanding options can have the greatest impact on overall visual quality. If you want to squeeze out extra performance then there’s plenty to mess around with. The obvious question however, is what do all of these settings do? Well, we’ve got you covered there. Using the chart below you can find out just how demanding each setting is. Along with this, we've given priority scores based on how important we believe it is to enable these graphics options. In addition, be sure to check out our Resident Evil 7 PC Low Vs Ultra Graphics Comparison Sliders to see the overall difference. For the benchmark results below we used an MSI GeForce GTX 1060 Gaming X 6G, an Intel Core i7-5820K processor, and 16GB DDR4 memory. Resident Evil 7 Graphics Options Performance Breakdown The further right the bar goes, the more demanding the graphics option is. If the bar is left of centre, this option actually improves frames per second in Resi Evil 7 when enabled. Resident Evil 7 Graphics Settings Ambient Occlusion Ambient Occlusion applies to the contact shadows where two objects meet. It's quite a subtle feature but it lends an additional layer of depth and realism to the environments. AO's impact is slightly limited in Resident Evil 7 because the environments are so dark in the first place that shadows are already being cast in the majority of places where contact shadows should exist, while it's also unusually expensive. Tread with caution. Performance Impact - 5/5 Priority - 3/5 Antialiasing Resident Evil 7 comes with a bunch of post-process anti-aliasing affects such as FXAA and SMAA. All of its forms of antialiasing seem to work by blurring the edges, leading to a muddier image quality. It's therefore a toss-up between a slightly out of focus image or aliasing. Performance Impact - 1/5 Priority - 3/5 Bloom Another one which definitely comes down to taste, Bloom makes bright lights bleed out into the surrounding area. You may find it a little strong for your tastes, but it does help with dynamic images. Performance Impact - 0/5 Priority - 1/5 Chromatic Aberration Chromatic Aberration is a real love it or hate it graphical setting. It is a form of distortion designed to make the image look out of focus, mimicking bad cameras. It doesn't look too bad in Resident Evil 7, along the lines of its implementation in Alien Isolation, so simply turn it off or on depending on your tastes. It has practically no impact on FPS. Performance Impact - 1/5 Priority - 2/5 Depth of Field An effect similar to Motion Blur, Depth of Field distorts anything which is out of the player's focus. Pick up a can and look at it, for example, and everything in the background will distort. It's designed to replicate human vision. Performance Impact - 3/5 Priority - 2/5 Dynamic Shadows Dynamic Shadows are shadows which are calculated in real time rather than pre-baked. For example the shadow your player character casts when standing in front of a light source. Ordinarily this can be quite taxing, but in Resident Evil 7 it has a negligible performance impact. Performance Impact - 1/5 Priority - 5/5 Effects Rendering Literally the rendering of special effects such as sparks. Its a graphics setting used sparingly in Resident Evil 7: Biohazard so it's unlikely you'd notice its absence greatly. Performance Impact - 2/5 Priority - 2/5 Lens Flare Someone call J.J. Abrams, he wants his lens flare back. A controversial graphics setting, Lens Flare replicates bright light sources refracting off a camera lens. This lends a filmic vibe to the image quality. It's another graphics setting which doesn't definitively make Resident Evil 7 look better. Performance Impact - 1/5 Priority - 1/5 Mesh Quality Don't let the name fool you - Mesh Quality is all about draw distance. Turning this up renders objects at a greater detail when further away. Without this enabled objects in the distance can be rendered very simplistically with low-res textures and polygonal models. In our testing in the demo, RE VII's environments are so small that this no impact on frame rate. This may change at a later stage in the game. Performance Impact - 0/5 Priority - 3/5 Motion Blur Not to everyone's tastes, Motion Blur simulates camera movement. If you are struggling with poor performance this can paper over stuttery frame rates. Normally it doesn't have an impact on FPS, but it will shave 2.2% off your frame rate in RE7. Performance Impact - 1/5 Priority - 1/5 Reflections Reflections affects the reflections cast on solid surfaces and water. It is separate from screen space reflections in that it affects water sources such as fountains and the sea. Performance Impact - 4/5 Priority - 3/5 Rendering Method Rendering Method lets you choose between Normal and Interlaced. In a nutshell, if you enable Interlaced it alternates between rendering half the lines of pixels on screen for each frame. This halves the load on the GPU and can in some instances double the frame rate. If you struggling with FPS in Resident Evil 7, enabling Interlaced rendering should be your first port of call. You will suffer slightly with image quality but this is made up for many times over with the performance boost. Performance Impact - 0/5 Priority - 5/5 Resolution Scaling Resolution Scaling is an incredibly demanding setting because it is essentially performing its own version of upscaling. The most demanding graphics option in Resident Evil 7 PC is Resolution Scaling. Set it to 1.25 for example and you are rendering a 1080p image at 2400 x 1350. I don't recommend you set Pixel Density above 1.00, while anything below is going to severely hamper image quality. Resolution Scaling also seems to be off in that at 4K the 1060 could pull in 30 FPS average, while setting 1440p to 2.0 Resolution Scaling dropped it all the way down to 6 FPS, despite allegedly rendering less pixels. Performance Impact - 5/5 Priority - 5/5 (Set at 1.0) Shadow Cache The effect of Shadow Cache is going to greatly depend on how much VRAM you have available. If you have plenty then more shadow render details are stored in your GPU, easing the load on your card. If you have limited video memory however, this could in fact increase render times. Performance Impact - 0/5 Priority - 3/5 Shadow Quality Pretty straightforward this one. Shadow Quality increases the resolution of shadows in Resident Evil 7. Set to Very High and they will appear crisp and sharp. Set to Very Low and they will appear blocky. Performance Impact - 4/5 Priority - 4/5 Subsurface Scattering This setting generally has an impact on the skin quality of characters. As humans we don't necessarily perceive skin as totally opaque. Flesh can appear slightly translucent, particularly in comparison to solid surfaces. Subsurface Scattering attempts to replicate this, making faces look softer and more realistic, yet just as murderous. Performance Impact - 3/5 Priority - 4/5 Texture Filtering A gaming staple by now, Texture Filtering affects the sharpness of textures towards the edge of screen. Textures you're looking at straight on will normally look fine, but when you look at them from an angle they can look blurred and messy. Texture Filtering, or Anisotropic Filtering, sharpens these textures up and leads to a cleaner image. Performance Impact - 0/5 Priority - 4/5 Texture Quality Texture Quality affects the resolution of Resident Evil 7's textures. The higher the texture quality, the more VRAM used on your graphics card. Both performance and visual impact were fairly negligible however. Performance Impact - 2/5 Priority - 3/5 Volumetric Lighting I'm a huge fan of Volumetric Lighting, yet it's also unfortunately one of the most demanding graphics options in Resident Evil 7. In essence this allows for more realistic lighting, showing individual beams of light shining through some blinds, for example. It can be used to great effect to render smoke, fog, or dust, and it is particularly prevalent in Resident Evil 7. Performance Impact - 4/5 Priority - 4/5
  2. The first retail listing for the Radeon RX 490 has popped up, as well as what appear to be the first ever benchmarks for the Radeon Pro 490. Yes, the Radeon Pro 490. It looks as if this is an entirely different graphics card aimed at the professional and Mac market. Initial 3DMark performance suggests the Radeon Pro 490 is capable of running faster than NVidia’s GeForce GTX 1070, offering as much as 13.2% higher scores. While much of what we know about the Radeon Pro 490 is conjecture, it’s looking increasingly likely AMD is opting for a dual Polaris 10 GPU setup rather than incorporating the next generation Vega architecture. To that end the Radeon Pro 490 is essentially the same as two Radeon RX 480s slapped together, sharing a total pool of 16GB GDDR5 memory. It is rumoured to feature 4608 Stream Processors (2304 on each GPU) and will be clocked at 1200MHz. This is marginally down from the 1266MHz of the RX 480 but it should ensure the Radeon Pro 490 runs a little cooler and consumes less power. All signs are pointing towards a CES 2017 reveal in January for the Radeon Pro 490. AMD could always try to sneak out a little sooner but it’s cutting it a bit fine with Christmas right around the corner. Along with this we also have the first benchmarks for the Radeon RX 490. A totally separate graphics card, the Radeon RX 490 is reportedly packing a next-gen Vega 10 GPU with 12 TFLOPS singe precision performance. By all accounts a bit of a monster, the RX 490 is expected to have 16GB HBM2 memory with bandwidth of 512 GB/s, all sucking on 225W TDP. It looks as of a dual-GPU Polaris graphics card is right around the corner then. Could it or the Radeon RX 490 be a worthy opponent to Nvidia’s high-end models? Let us know!
  3. Major semiconductor manufacturer TSMC has revealed its plans for a 12nm process node. TSMC hopes to roll out the 12nm fabrication process as an advanced version of its current 16nm technology found in many of Nvidia’s Pascal GPUs. TSMC has been a superpower in the semiconductor industry for a number of years now, and dominant when it comes to the 28nm process segment, but has found itself left behind with the competing technologies coming out of GlobalFoundries and Samsung. The 12nm process node is intended to help TSMC compete with other lower process nodes. The revised process node will essentially be a smaller version of its current 16nm FinFET process coupled with a lower cost and improved leakage characteristics (less performance wasted). While the different between 16nm and 12nm at first seems small, it's estimated the 12nm process node will offer around 15% faster performance despite 50% lower power consumption, all at a cheaper cost than current 16nm chips. It sounds like a win/win and it’s only a matter of time until Nvidia and AMD look to take advantage of 12nm process nodes. Currently AMD’s RX 400 Polaris series is manufactured using 14nm GlobalFoundries while Nvidia Pascal is 16nm TSMC. Could we perhaps see revised Polaris and Pascal chips using TSMC’s new process in 2017? If we do then the leap in performance is going to be evolutionary rather than revolutionary. It’s not every year we can get a Pascal-esque jump in performance. TSMC is hoping it can begin to generate revenues from the 12nm process node from early 2017 so it appears as if manufacturing contracts are already in the pipeline. The first hardware to roll out should be with us later in 2017.
  4. It’s been obvious to see over the last 12 months that Microsoft is look to better integrate its software and hardware across a multitude of devices. The latest rumour to emerge supports this theory, claiming the upcoming Xbox Scorpio will be capable of running PC games natively at 4K resolution. I say PC games but it is in fact a small subsect of them - namely UWP apps from the Windows 10 Store. Between Microsoft enabling UWP apps on the Xbox One and the Xbox Play Anywhere initiative, Microsoft is aiming to get all games playable across any Xbox or PC device. In theory the Xbox Scorpio will just be able to run any UWP app from Windows 10 right out of the box, taking advantage of its stronger hardware to offer higher resolutions and greater resolutions than the standard Xbox One. According to a source close to Windows Central, "The Coalition has previously confirmed that Gears of War 4 is ready to run at a 4K resolution on Project Scorpio. This is because Project Scorpio can run 4K Windows 10 Store Universal Windows Platform (UWP) games natively. "Our source told us that any game programmed natively for UWP on Windows 10 will run on Project Scorpio with a trivial amount of changes. This has always been Microsoft's vision for UWP". Developing for both PC and Xbox Scorpio is apparently almost indistinguishable with a very minimal amount of effort required to get a game up and running. It also works backwards, so the likes of Gears of War 4, Forza Horizon 3 and Rise of the Tomb Raider will all work natively on the Xbox Scorpio at 4K. Saying it and actually doing it are two different matters entirely however. Running a game at 4K requires considerable hardware power. Roughly four times the GPU horsepower needed for 1080p in fact, a resolution which the Xbox One already struggles to hit a lot of the time. We'll have to wait and see just what the final hardware is truly capable of. This is all well and good for console owners of course, yet Microsoft is still facing a huge uphill battle convincing PC players to use the Windows Store. Call of Duty: Infinite Warfare recently released there and players were reporting there was only two people online in the world looking for Team Deathmatch. Games For Windows Live cut deep and it’s difficult to see Microsoft overcoming this, particularly considering there appears to be no cross-play between Windows Store and Steam users.
  5. The Division’s 1.5 update and its upcoming Survival expansion have gone live on the PTS (Public Test Server), Ubisoft has announced. This is the first we’ve heard of what Survival actually is, and on the surface it sounds absolutely awesome. 24 players are dropped onto the outskirts of The Division’s city limit and must make it to the centre in order to retrieve life-saving antiviral drugs. Everyone starts in a different spot and with no gear, tasked with making it the centre within two hours. As you may have guessed, Survival is all about, well, survival. On top of your usual concerns in The Divison, you must also wrap up warm against the cold (all clothing items now have a warmth rating), eat food to keep hunger at bay, drink water to stay hydrated, and take medication to avoid falling sick. Let any of these slip and you’ll face varying effects from slow health regeneration to limited vision and, eventually, death. Throughout the city you’ll be able to scavenge for these resources along with better gear and loot. In this sense The Division - Survival is a little like a roguelike, each match starting you with nothing and tasking you with making it as far as you can. You start with no skills and only the most basic weapons and clothes. For those who don’t want to go full Battle Royale, there is a choice between PvP and PvE modes. If you opt for PvE you will get less points, although you are still battling with other players over scarce resources. I have to say from what I’m hearing this sounds all sorts of cool. Dropping players in with next to nothing levels the playing field so it should also be great for newcomers as well. Ubisoft has said there’s going to be no level requirements for accessing Survival.
  6. It’s been an exciting day for all you first person shooter out there. Having just had the Sci-Fi bonanza that is Call of Duty: Infinite Warfare being released today, I’m sure they’ll be a lot of us having halcyon days shooting space dudes in space. But what if you’re not that kind of guy, what if you’re more 1900s? Well not to be outdone Battlefield 1 has released their planned updates to hit us this month and beyond and there's definitely some that will catch your eye. So let’s get into it. New Free Map: Giant's Shadow Taken to the Battle of the Selle in the cold autumn of 1918, this map features more of that laugh a minute trench warfare and open country we all love. A crashed airship casts a gloomy presence over the battlefield as the British make their advance towards an important railway centre. Fierce infantry and tank engagement will await them while everybody's favourite armoured train will be making an appearance. Suez Map Tweaks So as some of us may have picked up on, the Suez Map isn’t what we would call perfect at the moment, so after DICE taking on board player input we’ll soon be seeing five flags instead of three, a reduced capture area size in the map’s village (A&C) and (for teams who are being dominated) each team will get an armoured vehicle so one can get across the map and capture point behind enemy lines. Hardcore Servers What the hardcore among us have been pining for, it has been confirmed that Hardcore servers will coming real soon, so get your bad ass hat on and keep you eyes open. Battlefest The ever popular Battlefest, as well as having a catchy name, is headed our way for the 16th of November, including log-in rewards, a livestream, a unique Battle Pack revision, community missions and much much more. Fog of War The first official custom game so far, Fog of War will come alongside Battlefest. In this Team Deathmatch style match your visibility is anything but great. With barely any line of sight due to a lot of pesky fog, no name tags and no mini map, to us it sounds like a lot of bewildered fun. New Tweaks and Improvements During this November a general major update will be rolled out featuring game fixing tweaks and improvements as well as other extras such as Rent-a-Server-Program, improved matchmaking and better team balancing. Round Up So there you have it, our quick rundown of Battlefields recent announcement. In all fairness some of these prospects have us excited so we’ll be sure to check them out and hopefully some of these tweaks might get us closer to that glorious Ultra 60FPS.
  7. So here’s an exciting breakthrough in CPU technology that’s happened recently. Researchers from Intel and North Carolina State University have managed to make a breakthrough into making multi-core cpus, especially 8, 10 and 16 core CPUs much more effective than before. To set the scene, Dual and Quad cores have massive benefit in performance compared to a single core, but as soon as you start going to much higher core counts the boosted performance becomes less and less for each additional core. These researchers have managed a way to get round this, achieving result as much as 2000% performance in data processing from a 16 core CPU. The reason why this bottleneck occurs is due to the communication that these cores need for them all to work together. This communication comes with a significant overhead per core relationship so the more cores there are, the more relationships, and therefore diminished performance increase. For anyone who wants the maths, the number of relationships for n cores is n(n-1)/2, which as you can imagine get’s pretty big pretty quick. So is there any way we can get around this? Well the solution these researchers came up with was moving the software queue to hardware. Not exactly a clear idea but we’ll try and our understanding on what appears to be happening. Instead of the cores having to constantly “remember” what each other core was doing, their system moved the queue of what was to be done to a hardware source. So instead of the CPUs having to manage these relationships, they only had to go to one place, the queue of operations that needed to be done. The three steps they explained that the cores had to worry about being: add data to the queue, take data from the queue, and put data close to where it's going to be needed next, a lot simpler as you can imagine. Currently this system has been called hardware queue management device or QMD and as said before, in data processing QMD had massive performance increases for large multi-core CPUs, while also this QMD logic has been shown to increase performance in other core communication dependent tasks. Hence will possibly have a much larger scope, even for us gamers! Just think about it for a second, if this technology was backwards compatible, the mind boggles, a 7 year old Intel i7-950might play GTA V on Ultra or an FX-6300 could play Dishonored 2 on Max Settings at 60FPS plus. Processors could be given a whole new lease of life. Unlocking all that performance that was lost for so little gain, future proofing them for years ahead of their time. An exciting prospect for sure and one that would change the face of our future proofing function beyond recognition. The days of whether I should buy an i7 or i5 are seemingly whizzing by us. Whether this technology will start cropping up in future products is unsure right now, it is still in very early development, but to us it definitely feels like a step in the right direction for the utilisation of more cores ready for the future of processors. So if you are currently thinking about upgrading your PC maybe consider how many cores your new CPU will have, as it could mean Ultra gaming for the next decade, that or until those awesome game developers start to push to the new performance boundaries.
  8. Getting a new Deus Ex is a special occasion. We've been treated to just four games over the last 16 years, each a cyberpunk tale of powerful global powers, criminal organisations and people with mechanical augmented abilities granting them super powers. Deus Ex: Mankind Divided is set between Human Revolution and Deus Ex, a time of strife following a catastrophe which sees 'Augs' distrusted by normal humans, thrown into 21st century concentration camps and dying in their millions. This one will be a little brief as I went quite in-depth during my Deus Ex: Mankind Divided first impressions, so be sure to check out them first. Since then I’ve ploughed many more hours into Deus Ex: Mankind Divided and my opinion really hasn’t changed. It’s an absolute joy to get lost in, and those who get on with its key tenets of choice, exploration and dense systems will find a lot to love here. On that latter point, the one thing that strikes me is just how tiny Mankind Divided is for a 30-hour game. It’s entire game world probably isn’t that far removed from the size of a single level in other first-person shooters, but everywhere you look it’s crammed with detail. A large majority of the buildings can be entered, secret routes uncovered, roofs hopped across and vents explore, gradually peeling back the layers of what is a pretty sordid vision of near-future Prague. There are a few niggles which got to me though, including un-enterable doors. One shop had a sign saying ‘Augs enter around the back’, but I went round and there was no way of getting in. It kind of shatters the illusion for a moment, particularly in a game as involving as this one is. Much like its world, Deus Ex: Mankind Divided’s story has grand ideas but an ultimately small scale. It doesn’t necessarily feel like the epic tale some could perhaps be seeking, but the small arc and individual quests I found universally interesting. Unlike the likes of The Witcher 3 you aren’t inundated with dozens of quests to do at any one time. In fact, there’s probably only two dozen in total, but each offers its own unique twist around the theme of the mechanical apartheid. It can be heavy handed and it felt like Eidos Montreal was naturally pushing players down the path of the liberal left, but I have no idea whether that was purely down to my decision making. Each of these quests usually ends up funnelling Jensen into a guarded area and it’s here where Eidos Montreal amplifies its level design. There are usually a number of visible ways to go about any scenario, all tooled towards the augments you may have unlocked in the skill tree using Praxis kits. The genius of it all is that there’s always a way though. There may be a dozen guards, laser beams, poison gas and an electrified floor, but look hard enough and you will find a way to creep through without a soul knowing you were there. Eidos Montreal has been pretty brash about its claims you can play Deus Ex: Mankind Divided non-lethally, and I put it to the test. I managed to get through the entire game without killing a single person, and I’m fairly sure I totally skipped a few boss fights in the process. Adam Jensen you silver-tongued debonair, you. I will admit though that I didn’t have a spare 30 hours to try lethal, so I can’t comment assuredly how well that holds up on a run-through. By all means it seems you’re free to kill everyone but you’ll no doubt have to be careful how you manage your ammunition. I know we’re only eight months in but Deus Ex: Mankind Divided is certainly a strong contender for game of the year. For those who enjoyed Deus Ex: Human Revolution this is the same but sharper, more focused, and gorgeous to look at. Surprises may be few and far between, but few can craft a world as comprehensively believable as this one.
  9. 2D monochrome side-scrolling platformers might not be what you think of when you’re trying to come up with innovative new gaming ideas. And, well, you’d be right not to. Back in the nineties, before people had mobile phones or home internet connections, they were all the rage. Still, recent games have played with this time-honoured genre and skewed it in interesting ways. Why, just the other week I reviewed Inside very favourably. Modern designers have found a way to use the side-scrolling platformer as an interesting story-telling mechanism. So Hue - in case you’ve not worked it out yet - is a 2D side-scrolling platformer of sorts, and it’s kind of monochrome as well. The basic premise of the game is that the world is made up of, well, let’s call it black and grey levels. The catch is that the grey bit - the area you can move around inside - can be set to a different colour of your choosing from a palette of eight. Changing the world to, say, blue will render any blue objects in the world completely invisible - and, for that matter, immaterial. You can walk through blue walls when the world is blue, pass by blue lasers, and so on. If you’re pulling a blue crate through a low-roofed tunnel and you need to get to the other side of it, no problem - change the world to blue, walk through the now-invisible crate, then change the world back to a different colour and you’re good to go. All of which lends itself naturally to creating simple puzzles for a platformer. Jump into the void over a huge floor of spikes (who builds these things in the first place? A floor of spikes?) and change to the correct colour to reveal a platform right where you’re going for a finesse landing. Jump on the special trampolines that cycle through different colours enough times and the colour will match that of the background and you’ll fall straight through. And if this sounds complicated? Don’t sweat it. Almost the entire game is a tutorial. This is perhaps the biggest problem with Hue. At the start of the game you don’t have access to any of the colours, so at this point it really is just a runny jumpy platformer. Pretty soon you get the first colour, and you can change the world to that colour, and that colour alone, allowing you to progress beyond the superficial puzzles. Then you’ll get another colour which will allow you to remove some impassable walls earlier on to get to the next section, where all the puzzles revolve around cycling between these two colours. Until you get the next one. You know the drill by now. The game drip-feeds you new colours, and builds more and more complex puzzles. But, for the vast majority of the game, these puzzles don’t really serve to challenge too much. It feels very much like you’re walking through a load of training levels. It’s true that at the end things pick up a little and by the finale, passing each puzzle room feels like a triumph, but at perhaps three or four hours’ full play time, it’s too little too late. Which is sort of a shame, because by that point I’d started to really enjoy it. Mind you, it could have perhaps stood to move away from the whole idea of pushing and pulling crates around a bit, because even more than feeling like an extended tutorial it felt like a game for people who really, really love shoving crates of differing sizes around. Ryo Hazuki would be in his element. There’s a storyline as well, something vague about a magical ring that allows colours to change, or something about allowing people to see more colours than everyone else… I have to confess, the story - which is conveyed through letters from a mystery person (spoiler: the mystery person turns out to be exactly who you would expect) - is filled with angsty questions about the nature of colour and frankly the whole game would have done much better without it. But you can’t put out a game with no story, can you? In Hue’s case, the whole thing feels a little tacked on, and it doesn’t really explain why you’re running around in a bunch of rooms with spikes on the floor and ceiling. I knew as soon as I started playing Hue that it was going to be a short game. Some games, like Inside for example, fit snugly into their compact length and provide exactly what they’re setting out to do. In the case of Hue, I’d just started to enjoy it when it ran out on me. Which was as I expected. With tougher, longer puzzles and a proper storyline (or no story at all, for that matter), Hue could perhaps have clawed itself a couple more marks. As it is, it’s a passable puzzler that is priced according to its length and may serve as a light snack for puzzle and platform fans, but nothing more.
  10. Intel has launched the first Kaby Lake chips, the successor to its Skylake CPUs. For now though we’re only being treated to the mobile Kaby Lake processors with desktop units to follow in January 2017. The arrival of a new CPU family should be an exciting event, but being limited to mobile CPUs it’s not the grandest launch the world has ever seen. Nevertheless, for those after a spot of gaming on the go these 7th gen Intel Core processors offer "more responsive performance than ever before.” It’s all been achieved the same 14nm manufacturing process, one which Intel has dubbed 14nm+ due to architectural improvements. An incremental update rather than anything, Kaby Lake mobile offers performance 12% faster than Skylake, as well as 19% faster web browsing. Intel’s wording around the matter is a little bizarre however. Apparently the Skylake CPUs have “more than 70% faster productivity than a 5-year-old PC” and “five times better 3D graphics performance than a 5-year-old PC”. I’d prefer to know where it stands compared to desktop’s today than back in 2011. Anyway, these Kaby Lake CPUs are also marginally more power efficient than Skylake, somewhere in the region of 25%. Due to the advancements made Intel expects there to be laptops manufactured this year “thinner than 10mm”, which would be quite the achievement. A total of three Kaby Lake-U (Ultrabook) CPUs have arrived alongside alongside a trio of Kaby Lake Y. They’re all available right now, so keep an eye out for these in forthcoming laptops, ultrabooks and tablets. As for whether you need these in your life right now, the performance gains are so small as to be almost insignificant. Should you be after a new laptop though, it makes sense to go for Kaby Lake in regards to performance efficiency. For the rest of us, the wait begins until January 2017 when we can expect the full fat desktop Kaby Lake units to arrive.
  11. The Battlefield 1 beta is out today for Battlefield Insiders and tomorrow for the rest of us. Right in the nick of time Nvidia has arrived with a Game Ready driver which should ensure optimum performance. It’s also joined by a couple of other biggies in the shape of World of Warcraft: Legion and the Steam release of Quantum Break. In the case of the latter this should be doubly important. Performance in the DirectX 12 Windows Store version was terrible, so anything Nvidia can do to help improve on this has to be a bonus. Each of the Game Ready updates in the GeForce 372.70 driver should ensure the best possible optimisation and performance for this trio of games. These things are never perfect though, as we saw with Nvidia’s last driver release, so if you do encounter any issues then be prepared to roll back. Unusually for Nvidia there’s no new SLI profiles included, although I’d imagine Battlefield 1 and WoW: Legion work in SLI from the get-go. Last but not least the 372.70 WHQL drive comes with support for Fast Sync on Maxwell GPUs (GTX 900 series, 750 & 750 Ti). In a nutshell this lets you turn off V-Sync and yet virtually eliminates screen tearing, all with just marginally more input lag than with V-Sync set to Off.
  12. Yea the game requires a minimum of 17 gb but u have only 12gb. Please change the installation to different drive or delete some files in the base drive and then install it
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