Assassins Creed Unity True Multi Rendering game

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rgallant

Golden Member
Apr 14, 2007
1,361
11
81
I just started playing it. For all the bashing it got, I must say I was impressed. It's the little things really, they add up. It is great looking in a lot of ways, a lot of technologies that sure add up. It has its moments were it can be very impressive. But it's not beautiful everywhere, it seems like an older engine that has been revamped. So for all the little nice things, there is that underlining.

I noticed AA is a problem in the game. MSAA leaves so many jaggies, I never seen anything like it. As taxing as it is and it still just seems to skip over so many things. You are better off with fxaa in my opinion. But i find TXAA to be the best as I tried so far. Don't have much to say about MFAA in this game, tried to apply it thru the driver but ended up going back to TXAA.. The results were so poor that it must be broke in that game or I did something wrong.

But, this game uses resources like nothing I ever seen. My GPU, pegged out 99%, my CPU utilization can go very high at times. it is is impressive and spread across the cores. VRAM is 3.6gb and up. This game is really using every bit of my hardware. And this is at 1680x1050, my crap backup monitor that I have been using since my 1080 screen went out.

Unity really is unique.
What I find great about it though is that it stays pretty consistent even when you pile on settings that bring your GPU to a crawl. I can tack on DSR and run my frame rate to the 30-40 range and its evenly paced. It's quite smooth at lower frame rates. Even still, I have something in me that makes me want a higher frame rate, even though its not really bad. Guess its classic conditioning, lol. Whatever it is, I have DSR off in that game just to maintain frame rates 55-60 with the occasional dip to ~50 here and there.

Unity is able to stay pretty smooth even at low frame rates. It balance the load across multiple cores to be able to keep my GPU pegged at out 98-99%. There is something to be said about that. It is impressive to me

in the 3rd pic there's a lady with her back to the shot ,she has her dress tie strings hanging down,
in some part of the game I passed the same type of lady at a fast run ,and saw those tie ends flutter with my movement passing her and went wow.
 

ocre

Golden Member
Dec 26, 2008
1,594
7
81
Okay, I run single thread apps and my CPU doesn't load across all 12 threads.

There is seldom any task I run that loads 12 threads like that. Sometimes I see threads going as high as 50% then dividing up all 12threads 40% or slightly over.

This isn't what I see normally when gaming. There usually is usage across the the threads but its nothing like this at all. Most of the time its 5-10% on a few and more on the others.

I am running unity on win8, not sure if it is contributing. But the load is balanced across all 12 threads pretty evenly. Most of the time its 30-40% but can go in the 20s if its not a demanding scene.

What ever it does is keeping my GPU loaded to the max and it appears the CPU picks up every time the GPU usage tries to dip any.

Anyway, i find it interesting
 

cmdrdredd

Lifer
Dec 12, 2001
27,052
357
126
I still think the term Next Gen is misused entirely. Next Gen should refer to something that shows what is in store for the future. If a game is available on current consoles and using the current DX rendering API on PC then it isn't next gen. I understand the common usage of the word, but everything released in 2014 was current gen.

As it applies to AC Unity, the game engine is old. It's not groundbreaking except in the density of the city population.
 
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