![]() ![]() ![]() ![]() The main reason for maintaining a fixed FOV is because we have 3D elements like the watch and weapon ammo that need to remain visible. Unfortunately, this was not as simple a thing to implement as it might appear! Here's what that looks like, this is the last stage of the benchmark.We're aware the community have been asking for a 'Field of View' slider for Metro: Last Light. If you like to try a test run, the game has a built in benchmark. Let's head onwards to the next page where we'll look at the performance. Both NVIDIA and AMD have released these drivers being optimized for Crysis 3. GeForce cards use the latest 320.14 WHQL drivers ( download) and for AMD Radeon graphics cards we used the latest 13.5 Beta build 2 driver ( download). Each card runs on the same PC with the same operating system clone. We use Windows 7 64-bit SP1 all patched up.The processor is a Core i7 3960X clocked at 4600 MHz. Our test setup is based on Intel X79 (MSI Big bang XPower II) with 8 GB of DDR3 ( Corsair 1600 MHz) memory.We enable 16xAF and leave motion blur and tesselation at normal. ![]() The mode used today is Very HIGH as even mid-range cards will be capable of managing the game pretty well at 1920x1200. Our Graphics test mode : DX11 - Very High Image Quality settings Using these 2048x2048 textures at range creates highly detailed distance views, and up-close with the introduction of a second 2048x2048 texture the visual quality of surfaces skyrockets, hence we really want you to use Very High Quality mode. The graphics options are very detailed allowing for significant scaling across systems. V Sync can be turned off but we recommend to leave it on. In Last Light, 4A’s textures are predominantly 2048 pixels wide by 2048 pixels high, double the resolution of textures in many of today's best-looking games. Graphics (VGA) performance Recording Level and IQ settingsīefore we begin with the graphics performance tests a little explanation. ![]()
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