<?xml version='1.0' encoding='UTF-8'?><?xml-stylesheet href="http://www.blogger.com/styles/atom.css" type="text/css"?><feed xmlns='http://www.w3.org/2005/Atom' xmlns:openSearch='http://a9.com/-/spec/opensearchrss/1.0/' xmlns:blogger='http://schemas.google.com/blogger/2008' xmlns:georss='http://www.georss.org/georss' xmlns:gd="http://schemas.google.com/g/2005" xmlns:thr='http://purl.org/syndication/thread/1.0'><id>tag:blogger.com,1999:blog-2946573111099627315</id><updated>2024-12-19T04:20:23.766+01:00</updated><category term="3D Vision"/><category term="Batman: Arkham City"/><category term="Conclusion"/><category term="DirectX 11"/><category term="Graphics"/><category term="How Battlefield 3 Performs"/><category term="Optimization"/><category term="PhysX"/><category term="Quality Setting Comparisons"/><category term="System"/><title type='text'>Hassan Maximal</title><subtitle type='html'>TM</subtitle><link rel='http://schemas.google.com/g/2005#feed' type='application/atom+xml' href='http://hassan1994.blogspot.com/feeds/posts/default'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2946573111099627315/posts/default?redirect=false'/><link rel='alternate' type='text/html' href='http://hassan1994.blogspot.com/'/><link rel='hub' href='http://pubsubhubbub.appspot.com/'/><author><name>Anonymous</name><uri>http://www.blogger.com/profile/07425470599296212922</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><generator version='7.00' uri='http://www.blogger.com'>Blogger</generator><openSearch:totalResults>6</openSearch:totalResults><openSearch:startIndex>1</openSearch:startIndex><openSearch:itemsPerPage>25</openSearch:itemsPerPage><entry><id>tag:blogger.com,1999:blog-2946573111099627315.post-4832234010327229223</id><published>2013-08-23T14:32:00.000+01:00</published><updated>2013-08-23T14:32:06.824+01:00</updated><title type='text'>The Sun is a Great Lamp, and the Moon Gives Light </title><content type='html'>&lt;div style=&quot;text-align: center;&quot;&gt;
&lt;img border=&quot;0&quot; height=&quot;281&quot; src=&quot;http://www.quranandscience.com/images/stories/earth_moon_and_sun.jpg&quot; width=&quot;500&quot; /&gt;&lt;/div&gt;
&lt;div style=&quot;text-align: justify;&quot;&gt;
&lt;strong&gt;&lt;span style=&quot;color: #3366ff;&quot;&gt;Blessed
 be He Who has placed in the heaven big stars, and has placed therein a 
great lamp (sun), and a moon giving light.&amp;nbsp;&amp;nbsp; Allah, the Almighty, 
says:&amp;nbsp;&amp;nbsp;&amp;nbsp; [Blessed be He Who has placed in the heaven big stars, and has 
placed therein a great lamp (sun), and a moon giving light.]&amp;nbsp;&amp;nbsp; 
(Al-Furqan: 61)&lt;br /&gt;And, [And We have made (therein) a shining lamp (sun).]&amp;nbsp; (An-Naba&#39;: 13)&lt;/span&gt;&lt;br /&gt;&lt;span style=&quot;color: maroon;&quot;&gt;The Scientific Facts:&lt;/span&gt;&lt;br /&gt;The
 energy of the sun (universal atomic pile): The energy of the sun is 
generated by the burning of hydrogen, which is the main constituent of 
the sun that transforms it into helium deep within, where there is very 
high density, pressure, and temperatures reaching 15,000,000°. This 
leads to a nuclear reaction and fusion of four hydrogen atoms to make 
one helium atom. The leftover energy from this reaction is released in 
the form of electromagnetic energy divided into short wave rays, 
infrared rays, and ultraviolet rays.&lt;br /&gt;This means that the sun obtains 
its energy from within through natural nuclear reaction under very high 
pressure, heat, and density as if it is a mega atomic pile made to 
provide earth with light, warmth, and energy.&lt;br /&gt;The sun is considered a
 star and is a luminous celestial body, whereas the moon is a planet; a 
dark celestial body that reflects the light it receives from stars and 
the sun as do all the other natural satellites of the planets (the 
moons).&lt;br /&gt;&lt;br /&gt;&lt;span style=&quot;color: maroon;&quot;&gt;Facts of Scientific Inimitability:&lt;/span&gt;&lt;br /&gt;More
 than fourteen centuries ago, the Ever-Glorious Qur&#39;an indicated the 
difference between stars and planets exemplified in the difference 
between the sun and the moon.&lt;br /&gt;Modern astronomers only discovered this
 fact recently after the telescope was invented and after applying 
photometric and spectrogram researches on stars and planets.&lt;br /&gt;Stars 
are luminous celestial bodies whereas planets are dark celestial bodies 
that reflect the light received from stars and the sun as do all other 
natural satellites of the planets and (moons).&lt;br /&gt;The sun is a mega 
atomic pile swimming very fast in space and has many various forms of 
light, heat, and energy. It is not just a bright disk; rather it is like
 a shining lamp, whereas the moon is a planet that reflects the light of
 the sun to lighten the night on earth.&lt;br /&gt;This fact was described in 
these two honorable verses fourteen centuries ago, then we must ask 
ourselves, who told Prophet Muhammad r about it but Allah, the Most 
High!&lt;/strong&gt;&lt;/div&gt;
&lt;div class=&quot;rt-article-cat&quot;&gt;
            &lt;span class=&quot;rt-category&quot;&gt;
           &lt;a href=&quot;http://www.quranandscience.com/islam-and-science-universe.html&quot;&gt;          Universe           &lt;/a&gt;         &lt;/span&gt;
       &lt;/div&gt;
</content><link rel='replies' type='application/atom+xml' href='http://hassan1994.blogspot.com/feeds/4832234010327229223/comments/default' title='Publier les commentaires'/><link rel='replies' type='text/html' href='http://hassan1994.blogspot.com/2013/08/the-sun-is-great-lamp-and-moon-gives.html#comment-form' title='0 commentaires'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2946573111099627315/posts/default/4832234010327229223'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2946573111099627315/posts/default/4832234010327229223'/><link rel='alternate' type='text/html' href='http://hassan1994.blogspot.com/2013/08/the-sun-is-great-lamp-and-moon-gives.html' title='The Sun is a Great Lamp, and the Moon Gives Light '/><author><name>Anonymous</name><uri>http://www.blogger.com/profile/07425470599296212922</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2946573111099627315.post-3864648989107993269</id><published>2013-08-18T15:17:00.000+01:00</published><updated>2013-08-18T15:17:33.508+01:00</updated><title type='text'></title><content type='html'>&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
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&lt;br /&gt;</content><link rel='replies' type='application/atom+xml' href='http://hassan1994.blogspot.com/feeds/3864648989107993269/comments/default' title='Publier les commentaires'/><link rel='replies' type='text/html' href='http://hassan1994.blogspot.com/2013/08/blog-post.html#comment-form' title='0 commentaires'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2946573111099627315/posts/default/3864648989107993269'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2946573111099627315/posts/default/3864648989107993269'/><link rel='alternate' type='text/html' href='http://hassan1994.blogspot.com/2013/08/blog-post.html' title=''/><author><name>Anonymous</name><uri>http://www.blogger.com/profile/07425470599296212922</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2946573111099627315.post-5114537629933326239</id><published>2011-12-23T12:19:00.000+01:00</published><updated>2011-12-23T12:19:25.517+01:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="3D Vision"/><category scheme="http://www.blogger.com/atom/ns#" term="Batman: Arkham City"/><category scheme="http://www.blogger.com/atom/ns#" term="DirectX 11"/><category scheme="http://www.blogger.com/atom/ns#" term="Graphics"/><category scheme="http://www.blogger.com/atom/ns#" term="PhysX"/><title type='text'>Batman: Arkham City Graphics Breakdown &amp; Performance Guide</title><content type='html'>&lt;div class=&quot;page&quot; id=&quot;page1&quot;&gt;
&lt;h5&gt;
Introduction &amp;amp; Graphics Option Comparisons&lt;/h5&gt;
&lt;div style=&quot;align: center”;&quot;&gt;
&lt;img src=&quot;http://www.geforce.com/Active/en_US/shared/images/articles/batmanarkhamcity/BAC-TopImage-650.png&quot; /&gt;&lt;/div&gt;
&lt;em&gt;December 17th, 2011&lt;/em&gt;&lt;br /&gt;


By &lt;strong&gt;Andrew Burnes&lt;/strong&gt;&lt;br /&gt;


&lt;a href=&quot;http://www.geforce.com/GamesandApps/games/batman-arkham-city&quot;&gt;Batman: Arkham City&lt;/a&gt;
 has been available on the consoles for some time, racking up awards 
left, right and center, and a 96% Metacritic rating too. Now, the PC 
version is available, and in this article we’ll examine the included 
enhancements, run benchmarks on the game using our 500-Series GPUs, 
recommend Optimal Playable Settings, and show how to enhance your frame 
rates by repurposing older NVIDIA video cards that may be gathering dust
 on a shelf somewhere.&lt;br /&gt;


&lt;h3&gt;
Graphics Options&lt;/h3&gt;
Like any good PC game, Batman: Arkham City allows you to enable and 
disable numerous graphical effects, so whether you’re looking to 
increase your frame rate, or simply to eliminate motion blur, you 
control how the game looks.&lt;br /&gt;


&lt;center&gt;&lt;a href=&quot;http://www.geforce.com/Active/en_US/shared/images/articles/batmanarkhamcity/BACConfigPanel.png&quot; target=&quot;_new&quot;&gt;&lt;img src=&quot;http://www.geforce.com/Active/en_US/shared/images/articles/batmanarkhamcity/BACConfigPanel-620.png&quot; /&gt;&lt;/a&gt;&lt;/center&gt;
&lt;br /&gt;&lt;center&gt;&lt;em&gt;The Batman: Arkham City configuration panel where every in-game effect can be enabled and disabled.&lt;/em&gt;&lt;/center&gt;&lt;br /&gt;

&lt;h3&gt;
General Graphics Options&lt;/h3&gt;
In addition to the configurable PhysX, DirectX 11, 3D Vision and 
anti-aliasing options, a number of other settings can be enabled and 
disabled. Here’s a quick rundown of what you gain and lose when 
adjusting the ‘Detail Level’ preset:&lt;br /&gt;


&lt;div align=&quot;center&quot;&gt;

&lt;table cellpadding=&quot;5&quot; cellspacing=&quot;1&quot;&gt;
      &lt;tbody&gt;
&lt;tr&gt;
        &lt;td bgcolor=&quot;#14171a&quot; width=&quot;32%&quot;&gt;&lt;span style=&quot;color: #76b900;&quot;&gt;&lt;strong&gt;Quality Preset&lt;/strong&gt;&lt;/span&gt;&lt;/td&gt;
        &lt;th bgcolor=&quot;#14171a&quot; scope=&quot;col&quot; width=&quot;17%&quot;&gt;&lt;span style=&quot;color: #76b900;&quot;&gt;&lt;strong&gt;Very High&lt;/strong&gt;&lt;/span&gt;&lt;/th&gt;
        &lt;th bgcolor=&quot;#14171a&quot; scope=&quot;col&quot; width=&quot;17%&quot;&gt;&lt;span style=&quot;color: #76b900;&quot;&gt;&lt;strong&gt;High&lt;/strong&gt;&lt;/span&gt;&lt;/th&gt;
        &lt;th bgcolor=&quot;#14171a&quot; scope=&quot;col&quot; width=&quot;17%&quot;&gt;&lt;span style=&quot;color: #76b900;&quot;&gt;&lt;strong&gt;Medium&lt;/strong&gt;&lt;/span&gt;&lt;/th&gt;
        &lt;th bgcolor=&quot;#14171a&quot; scope=&quot;col&quot; width=&quot;17%&quot;&gt;&lt;span style=&quot;color: #76b900;&quot;&gt;&lt;strong&gt;Low&lt;/strong&gt;&lt;/span&gt;&lt;/th&gt;
      &lt;/tr&gt;
&lt;tr&gt;
        &lt;th align=&quot;left&quot; bgcolor=&quot;#14171a&quot; scope=&quot;row&quot;&gt;Texture Quality&lt;/th&gt;
        &lt;td align=&quot;center&quot; bgcolor=&quot;#14171a&quot;&gt;High&lt;/td&gt;
        &lt;td align=&quot;center&quot; bgcolor=&quot;#14171a&quot;&gt;Medium&lt;/td&gt;
        &lt;td align=&quot;center&quot; bgcolor=&quot;#14171a&quot;&gt;Medium&lt;/td&gt;
        &lt;td align=&quot;center&quot; bgcolor=&quot;#14171a&quot;&gt;Low&lt;/td&gt;
  &lt;/tr&gt;
&lt;tr&gt;
        &lt;th align=&quot;left&quot; bgcolor=&quot;#14171a&quot; scope=&quot;row&quot;&gt;Dynamic Lights&lt;/th&gt;
        &lt;td align=&quot;center&quot; bgcolor=&quot;#14171a&quot;&gt;Enabled&lt;/td&gt;
        &lt;td align=&quot;center&quot; bgcolor=&quot;#14171a&quot;&gt;Enabled&lt;/td&gt;
        &lt;td align=&quot;center&quot; bgcolor=&quot;#14171a&quot;&gt;Enabled&lt;/td&gt;
        &lt;td align=&quot;center&quot; bgcolor=&quot;#14171a&quot;&gt;Enabled&lt;/td&gt;
  &lt;/tr&gt;
&lt;tr&gt;
        &lt;th align=&quot;left&quot; bgcolor=&quot;#14171a&quot; scope=&quot;row&quot;&gt;Dynamic Shadows&lt;/th&gt;
        &lt;td align=&quot;center&quot; bgcolor=&quot;#14171a&quot;&gt;Enabled&lt;/td&gt;
        &lt;td align=&quot;center&quot; bgcolor=&quot;#14171a&quot;&gt;Enabled&lt;/td&gt;
        &lt;td align=&quot;center&quot; bgcolor=&quot;#14171a&quot;&gt;Enabled&lt;/td&gt;
        &lt;td align=&quot;center&quot; bgcolor=&quot;#14171a&quot;&gt;Disabled&lt;/td&gt;
  &lt;/tr&gt;
&lt;tr&gt;
        &lt;th align=&quot;left&quot; bgcolor=&quot;#14171a&quot; scope=&quot;row&quot;&gt;Motion Blur&lt;/th&gt;
        &lt;td align=&quot;center&quot; bgcolor=&quot;#14171a&quot;&gt;Enabled&lt;/td&gt;
        &lt;td align=&quot;center&quot; bgcolor=&quot;#14171a&quot;&gt;Enabled&lt;/td&gt;
        &lt;td align=&quot;center&quot; bgcolor=&quot;#14171a&quot;&gt;Disabled&lt;/td&gt;
        &lt;td align=&quot;center&quot; bgcolor=&quot;#14171a&quot;&gt;Disabled&lt;/td&gt;
  &lt;/tr&gt;
&lt;tr&gt;
        &lt;th align=&quot;left&quot; bgcolor=&quot;#14171a&quot; scope=&quot;row&quot;&gt;Distortion&lt;/th&gt;
        &lt;td align=&quot;center&quot; bgcolor=&quot;#14171a&quot;&gt;Enabled&lt;/td&gt;
        &lt;td align=&quot;center&quot; bgcolor=&quot;#14171a&quot;&gt;Enabled&lt;/td&gt;
        &lt;td align=&quot;center&quot; bgcolor=&quot;#14171a&quot;&gt;Disabled&lt;/td&gt;
        &lt;td align=&quot;center&quot; bgcolor=&quot;#14171a&quot;&gt;Disabled&lt;/td&gt;
  &lt;/tr&gt;
&lt;tr&gt;
        &lt;th align=&quot;left&quot; bgcolor=&quot;#14171a&quot; scope=&quot;row&quot;&gt;Lens Flares&lt;/th&gt;
        &lt;td align=&quot;center&quot; bgcolor=&quot;#14171a&quot;&gt;Enabled&lt;/td&gt;
        &lt;td align=&quot;center&quot; bgcolor=&quot;#14171a&quot;&gt;Enabled&lt;/td&gt;
        &lt;td align=&quot;center&quot; bgcolor=&quot;#14171a&quot;&gt;Disabled&lt;/td&gt;
        &lt;td align=&quot;center&quot; bgcolor=&quot;#14171a&quot;&gt;Disabled&lt;/td&gt;
  &lt;/tr&gt;
&lt;tr&gt;
        &lt;th align=&quot;left&quot; bgcolor=&quot;#14171a&quot; scope=&quot;row&quot;&gt;Light Shafts&lt;/th&gt;
        &lt;td align=&quot;center&quot; bgcolor=&quot;#14171a&quot;&gt;Enabled&lt;/td&gt;
        &lt;td align=&quot;center&quot; bgcolor=&quot;#14171a&quot;&gt;Enabled&lt;/td&gt;
        &lt;td align=&quot;center&quot; bgcolor=&quot;#14171a&quot;&gt;Disabled&lt;/td&gt;
        &lt;td align=&quot;center&quot; bgcolor=&quot;#14171a&quot;&gt;Disabled&lt;/td&gt;
  &lt;/tr&gt;
&lt;tr&gt;
        &lt;th align=&quot;left&quot; bgcolor=&quot;#14171a&quot; scope=&quot;row&quot;&gt;Reflections&lt;/th&gt;
        &lt;td align=&quot;center&quot; bgcolor=&quot;#14171a&quot;&gt;Enabled&lt;/td&gt;
        &lt;td align=&quot;center&quot; bgcolor=&quot;#14171a&quot;&gt;Enabled&lt;/td&gt;
        &lt;td align=&quot;center&quot; bgcolor=&quot;#14171a&quot;&gt;Disabled&lt;/td&gt;
        &lt;td align=&quot;center&quot; bgcolor=&quot;#14171a&quot;&gt;Disabled&lt;/td&gt;
  &lt;/tr&gt;
&lt;tr&gt;
        &lt;th align=&quot;left&quot; bgcolor=&quot;#14171a&quot; scope=&quot;row&quot;&gt;Ambient Occlusion&lt;/th&gt;
        &lt;td align=&quot;center&quot; bgcolor=&quot;#14171a&quot;&gt;Enabled&lt;/td&gt;
        &lt;td align=&quot;center&quot; bgcolor=&quot;#14171a&quot;&gt;Disabled&lt;/td&gt;
        &lt;td align=&quot;center&quot; bgcolor=&quot;#14171a&quot;&gt;Disabled&lt;/td&gt;
        &lt;td align=&quot;center&quot; bgcolor=&quot;#14171a&quot;&gt;Disabled&lt;/td&gt;
  &lt;/tr&gt;
&lt;tr&gt;
        &lt;th align=&quot;left&quot; bgcolor=&quot;#14171a&quot; scope=&quot;row&quot;&gt;Max Shadow Resolution&lt;/th&gt;
        &lt;td align=&quot;center&quot; bgcolor=&quot;#14171a&quot;&gt;512&lt;/td&gt;
        &lt;td align=&quot;center&quot; bgcolor=&quot;#14171a&quot;&gt;512&lt;/td&gt;
        &lt;td align=&quot;center&quot; bgcolor=&quot;#14171a&quot;&gt;512&lt;/td&gt;
        &lt;td align=&quot;center&quot; bgcolor=&quot;#14171a&quot;&gt;256&lt;/td&gt;
      &lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;/div&gt;
And here’s a brief description of each setting:&lt;br /&gt;


&lt;ul&gt;
&lt;li&gt;Dynamic Shadows: Shadows that change based on the 
movement of characters and the lighting around them. Disabling this 
effect should be a last resort in search of performance.&lt;/li&gt;
&lt;li&gt;Motion Blur: Helps accentuate exciting and fast-paced elements of 
the game and adds to the overall spectacle. Some users may prefer to 
disable it simply because they favor a ‘clean’ experience.&lt;/li&gt;
&lt;li&gt;Distortion: Creates effects such as heat haze, as can be seen in real life.&lt;/li&gt;
&lt;li&gt;Lens Flares: Responsible for the stylistic use of halos when looking at bright lights and the sun.&lt;/li&gt;
&lt;li&gt;Light Shafts: Used to simulate bright light shining down into a dark room or area through a crack or gap.&lt;/li&gt;
&lt;li&gt;Reflections: An explanation isn’t required, even for The Joker’s brain-dead goons!&lt;/li&gt;
&lt;li&gt;Ambient Occlusion: A basic DirectX 9 and 10 version of the DirectX 
11 HBAO ambient occlusion feature, this setting renders soft shadows 
created by reflected light sources.&lt;/li&gt;
&lt;li&gt;Dynamic Lights: A hidden setting, Rocksteady leaves this enabled 
even on Low. Disabling it manually had no perceivable impact on frame 
rates, but did make the visuals reminiscent of last-gen games.&lt;/li&gt;
&lt;li&gt;Max Shadow Resolution: Another hidden setting that determines the 
quality of all shadows in Arkham City. Can be manually raised to 2048 on
 high-end GPUs to sharpen shadows.&lt;/li&gt;
&lt;li&gt;Texture Quality: Linked to the ‘Detail Level’ option, this hidden 
setting adjusts the quality of textures in the game. By manually 
disabling the options visible in the configuration panel, one can leave 
‘Detail Level’ on Very High to benefit from improved textures without 
the performance hit of the visual effects.&lt;/li&gt;
&lt;/ul&gt;
&lt;center&gt;&lt;a href=&quot;http://www.geforce.com/Active/en_US/shared/images/articles/batmanarkhamcity/BACDetailLevelComparison.gif&quot; target=&quot;_new&quot;&gt;&lt;img src=&quot;http://www.geforce.com/Active/en_US/shared/images/articles/batmanarkhamcity/BACDetailLevelComparison-620.png&quot; /&gt;&lt;/a&gt;&lt;/center&gt;
&lt;br /&gt;&lt;center&gt;&lt;em&gt;Click to view an animated comparison showing each detail
 level. Note the loss of Ambient Occlusion’s richer, more accurate 
shadows around the pallet in the lower right of the image.&lt;/em&gt;&lt;/center&gt;&lt;br /&gt;

&lt;h3&gt;
DirectX 11 Tessellation&lt;/h3&gt;
Just about everything in the game is drawn using triangles. 
Tessellation is a technique that divides large triangles into many 
smaller triangles, and when used with displacement mapping, 
significantly improves the geometric detail of objects. Tessellation has
 many uses depending on the game genre. In Battlefield 3, for example, 
it improves the detail of mountains and terrain. In Batman: Arkham City,
 tessellation is used to add extra definition to organic, curved and 
bendy objects, such as trees and power cables.&lt;br /&gt;


&lt;center&gt;&lt;a href=&quot;http://www.geforce.com/Active/en_US/shared/images/articles/batmanarkhamcity/BACTessellationComparison2.gif&quot; target=&quot;_new&quot;&gt;&lt;img src=&quot;http://www.geforce.com/Active/en_US/shared/images/articles/batmanarkhamcity/BACTessellationComparison2-620.png&quot; /&gt;&lt;/a&gt;&lt;/center&gt;

As you can see in the example above from Poison Ivy’s lair, there is a
 significant fidelity improvement between Tessellation Off and Normal on
 the deformed tree, and a further improvement going from Normal to High.&lt;br /&gt;
 

To achieve this effect an artist examined the tree, deciding where 
extra detail would help enhance the scene, and then created a texture 
containing the bumps and their physical heights, as seen when 
tessellation is enabled. This texture, known as a displacement map, is 
loaded into the game and the extra detail created on top of the basic 
tree using the graphics card’s DirectX 11 features.&lt;br /&gt;


&lt;center&gt;&lt;a href=&quot;http://www.geforce.com/Active/en_US/shared/images/articles/batmanarkhamcity/BACTessellationComparison1.gif&quot; target=&quot;_new&quot;&gt;&lt;img src=&quot;http://www.geforce.com/Active/en_US/shared/images/articles/batmanarkhamcity/BACTessellationComparison1-620.png&quot; /&gt;&lt;/a&gt;&lt;/center&gt;
&lt;br /&gt;&lt;center&gt;&lt;em&gt;Click for an animated comparison highlighting the three levels of tessellation.&lt;/em&gt;&lt;/center&gt;&lt;br /&gt;

As mentioned, GPU-powered tessellation is also utilized on cables, 
pipes and trees untouched by Ivy’s poison. The common trait between 
these three examples is curvature, something that is ordinarily too 
‘expensive’ to produce using standard polygons.&lt;br /&gt;


In this enhanced PC release, Arkham City also makes use of a second 
tessellation technique called Mesh Smoothing to add tessellated 
triangles to break up harsh angular outlines, adding curvature where 
previously the object was comprised of many straight surfaces in an 
attempt to create the &lt;em&gt;appearance&lt;/em&gt; of curvature. It’s a subtle addition, but once you know it’s there and you’ve seen the improvement you won’t want to go back.&lt;br /&gt;


&lt;h3&gt;
Hardware Accelerated PhysX Effects&lt;/h3&gt;
In a dilapidated environment like the eponymous Arkham City you 
expect to see debris, be that discarded rubbish, tattered materials, or 
loose masonry fallen from a crumbling building. And though other games 
have presented this level of detail in cityscapes in the past, most 
render these objects as static items baked into the scenery’s textures, 
and as immovable items fixed in place by the world’s strongest 
superglue.&lt;br /&gt;


Enabling ‘Hardware Accelerated PhysX’ in the game’s launcher adds 
these details, all of which are rendered as physical objects, able to be
 manipulated realistically in real-time. Newspapers tumble along the 
streets in concert with the wind, bunting flutters, and ropes dangle. 
Each can be further manipulated by the actions of Batman, his enemies, 
and his numerous gadgets. And being physics-led objects they don’t clip 
through the terrain or other objects, so given the correct circumstances
 said newspapers may end up wrapped around a street lamp by the driving 
wind or in a corner with leaves and other simulated objects. This 
realistic collision detection is the most intensive element of PhysX, 
requiring the power of the graphics card’s CUDA cores to determine the 
outcome of thousands of calculations per second to ensure that the a 
piece of paper doesn’t ‘clip’ through a character, wrecking the 
immersion of the scene and effect.&lt;br /&gt;


&lt;center&gt;&lt;/center&gt;
&lt;br /&gt;&lt;center&gt;&lt;em&gt;Check out our Batman: Arkham City PC trailer for a look at several of the impressive hardware-accelerated PhysX effects.&lt;/em&gt;&lt;/center&gt;&lt;br /&gt;

Beyond enhancing the believability and dynamism of a scene, the 
hardware-accelerated PhysX engine powers particle and destruction 
enhancements too. Generating a great deal of interest and discussion 
when revealed in &lt;a href=&quot;http://www.youtube.com/watch?v=9_UNRp7Wrog&amp;amp;feature=plcp&amp;amp;context=C29e53UPOEgsToPDskLYn172yvi_QLbMGMOgV80n&quot; target=&quot;_new&quot;&gt;our first PhysX video&lt;/a&gt;,
 the technology renders particles that react to forces realistically. 
For example, as part of a fog cloud they are pushed forward and sideways
 as a guard runs through, the momentum of the particles at the fore 
interacting with those even further forward to continue pushing 
particles outwards even after the guard stops moving.&lt;br /&gt;


Other uses of the particle system result in smoke and sparks being 
emitted from damaged machinery, small pieces of interactive debris, and 
larger piece of debris from destructible objects. With Hardware PhysX 
disabled in the game&#39;s Smelting Chamber, only a few particles can be 
seen high up toward the ceiling, each appearing in a prescribed, 
noticeable pattern, and with Hardware PhysX enabled particles shower the
 scene as one would expect. As Batman fights his foes beneath the 
smelter the anti-aliased, motion-blurred particles rain down, bouncing 
off characters accurately, dramatically adding to the scene’s immersion 
and the game’s overall sense of believability - gone are the days of 
fighting enemies in a static world oblivious to the actions occurring 
around it.&lt;br /&gt;


&lt;center&gt;&lt;a href=&quot;http://www.geforce.com/Active/en_US/shared/images/articles/batmanarkhamcity/BAC-IceParticlePhysXScreenshot.png&quot; target=&quot;_new&quot;&gt;&lt;img src=&quot;http://www.geforce.com/Active/en_US/shared/images/articles/batmanarkhamcity/BAC-IceParticlePhysXScreenshot-620.png&quot; /&gt;&lt;/a&gt;&lt;/center&gt;
&lt;br /&gt;&lt;center&gt;&lt;em&gt;A badly-beaten Batman eats a face-full of ice. In the 
pictured scene, each ice crystal emits hundreds of ice particles, 
curtains and ropes flutter, and discarded pieces of paper whip into the 
air as Batman desperately tries to avoid death.&lt;/em&gt;&lt;/center&gt;&lt;br /&gt;

Further enhancing the sense of connectivity between scene elements 
are the aforementioned destruction enhancements. In the same smelting 
stage there is breakable glass that shatters realistically as you throw 
one of Joker’s many goons through it, its shards littering the scene 
afterwards, parting and being kicked up as the fight continues. 
Upstairs, away from the smelter, entrances to rooms are partially 
covered by strips of heavy, rubbery material; it too being manipulated 
by characters either walking through the doorways, or by being 
unceremoniously launched through by Batman.&lt;br /&gt;


In this one level alone gamers utilizing High Hardware Accelerated 
PhysX effects can interact with the aforementioned rubbery material, 
breakable glass, glass shards, office papers, bunting, and coal debris, 
and in the surrounding environment there are smelter sparks, electrical 
sparks, and welder sparks. &lt;br /&gt;


&lt;center&gt;&lt;a href=&quot;http://www.geforce.com/Active/en_US/shared/images/articles/batmanarkhamcity/BAC-BankNotePhysXScreenshot.png&quot; target=&quot;_new&quot;&gt;&lt;img src=&quot;http://www.geforce.com/Active/en_US/shared/images/articles/batmanarkhamcity/BAC-BankNotePhysXScreenshot-620.png&quot; /&gt;&lt;/a&gt;&lt;/center&gt;
&lt;br /&gt;&lt;center&gt;&lt;em&gt;One of the most impressive uses of hardware PhysX is in a
 bank vault, each note being whipped into the air, dancing around the 
scene as a fight unfolds.&lt;/em&gt;&lt;/center&gt;&lt;br /&gt;

These are just a few of the many applications of PhysX in Batman: 
Arkham City, which together form the most impressive and extensive use 
of hardware accelerated physics ever seen (check out a detailed list of 
all the effects &lt;a href=&quot;http://www.geforce.com/Active/en_US/shared/images/articles/batmanarkhamcity/BAC-PhysXEffectsList.png&quot; target=&quot;_new&quot;&gt;here&lt;/a&gt;). A true showcase of where the future lies.&lt;br /&gt;


Flip over to the next page to learn more about DirectX 11 effects, 3D Vision and fancy anti-aliasing modes.&lt;br /&gt;
&lt;br /&gt;
&lt;h5&gt;
nti-Aliasing &amp;amp; DirectX 11 Effects Examined&lt;/h5&gt;
&lt;h3&gt;
Multi-View Soft Shadows (DirectX 11)&lt;/h3&gt;
We often associate good in-game shadows as being crisp and accurately
 rendered, but in reality shadows are softer, non-uniform and the result
 of multiple light sources and their surroundings. In the real world our
 brains decode the lighter and darker segments of a shadow (penumbra and
 umbra, respectively), and the smooth transitions between them, allowing
 us to automatically determine a light source’s position and the size 
and orientation of objects being shadowed. And while no game can hope to
 account for every possible factor in determining the appearance of a 
real-world shadow for the foreseeable future, the latest titles offer 
‘soft shadow’ approximations.&lt;br /&gt;


In Batman: Arkham City, DirectX 11 is leveraged to make these 
approximations more realistic using a technique known as Multi-View Soft
 Shadows (MVSS). To achieve this, MVSS generates the main character’s 
‘hard shadow’ many times per light source, with these shadows then 
combined and averaged. With a new, averaged ‘shadow map,’ soft shadows 
are generated and displayed directly via a pixel shader. Through this 
process each pixel of each scene that is in shadow will have a stronger 
shadow intensity than a pixel that is in-shadow in only 50% of the 
scene’s shadow maps. In other words, every piece of each shadow can be 
hard or soft or any degree between based on the lighting and conditions 
in the scene.&lt;br /&gt;


Generated in real-time, every frame, every second, the effect can be 
demanding in the more complex scenes, hence why it is an optional, 
DirectX 11-powered effect.&lt;br /&gt;


&lt;h3&gt;
Horizon-Based Ambient Occlusion (DirectX 11)&lt;/h3&gt;
Also enabled by ‘DirectX 11 Features’ is Horizon-Based Ambient 
Occlusion (HBAO), a rendering technique developed by NVIDIA that 
dramatically improves the appearance of soft shadowing in relation to 
the player’s viewpoint, most evidently where two objects meet, such as a
 crate placed near a wall, with the shadow falling on the three 
surfaces.&lt;br /&gt;


Without HBAO, the small gap between the crate and wall wouldn’t be 
accurately shadowed as the engine would fail to account for light in the
 scene leaking between the two, which in reality would create a shadow. 
With HBAO, all such possibilities are calculated and the shadow 
generated, something that is best achieved in concert with the 
aforementioned MVSS. Furthermore, the finished result is then 
ever-so-slightly blurred to remove the unrealistic sharpness mentioned 
above.&lt;br /&gt;


&lt;center&gt;&lt;a href=&quot;http://www.geforce.com/Active/en_US/shared/images/articles/batmanarkhamcity/BAC-DX11EOnOffComparison.gif&quot; target=&quot;_new&quot;&gt;&lt;img src=&quot;http://www.geforce.com/Active/en_US/shared/images/articles/batmanarkhamcity/BAC-DX11EOnOffComparison-620.png&quot; /&gt;&lt;/a&gt;&lt;/center&gt;
&lt;br /&gt;&lt;center&gt;&lt;em&gt;Click for an animated example highlighting the loss of Multi View Soft Shadows and Horizon-Based Ambient Occlusion.&lt;/em&gt;&lt;/center&gt;&lt;br /&gt;

&lt;h3&gt;
3D Vision&lt;/h3&gt;
3D is hit and miss at the movies. Thankfully, this hit-miss ratio 
falls squarely in favor of the hits on the PC thanks to profiles that 
can be updated by NVIDIA, settings that can be tweaked by users, and 
bugs that can be fixed by developers, and you don’t have to pay extra 
for the implementation either. It should come as no surprise then, given
 the earlier info about PhysX, tessellation and general effects, that 
Batman: Arkham City is one of the most impressive 3D Vision titles to 
date.&lt;br /&gt;


&lt;center&gt;&lt;/center&gt;

For more 3D Vision screenshots head on over to &lt;a href=&quot;http://photos.3dvisionlive.com/3DVisionGames/&quot; target=&quot;_new&quot;&gt;3DVisionLive.com&lt;/a&gt;.&lt;br /&gt;


&lt;h3&gt;
Anti-Aliasing: FXAA, CSAA &amp;amp; MSAA&lt;/h3&gt;
Anti-aliasing improves the visual fidelity of a scene by reducing the
 impact of unavoidable, unsightly jagged lines that go hand-in-hand with
 polygon-based game design. In Batman: Arkham City, developer Rocksteady
 allows gamers to choose between three techniques, each with their own 
quality settings, which we will now detail and compare.&lt;br /&gt;


First to appear in the configuration tool is Fast Approximate 
Anti-Aliasing (FXAA), a NVIDIA-developed anti-aliasing technique rapidly
 gaining traction in the games industry due to its high quality, 
low-cost results. Particularly powerful in engines using deferred 
shading, such as the Unreal Engine used by Batman: Arkham City, FXAA 
produces superior results compared to standard anti-aliasing methods for
 a far lower performance cost.&lt;br /&gt;


&lt;center&gt;&lt;a href=&quot;http://www.geforce.com/Active/en_US/shared/images/articles/batmanarkhamcity/BACFXAAComparison.png&quot; target=&quot;_new&quot;&gt;&lt;img src=&quot;http://www.geforce.com/Active/en_US/shared/images/articles/batmanarkhamcity/BACFXAAComparison-620.png&quot; /&gt;&lt;/a&gt;&lt;/center&gt;
&lt;br /&gt;&lt;center&gt;&lt;em&gt;FXAA produces fantastic results on the transparent chain-link object, regardless of the quality chosen.&lt;/em&gt;&lt;/center&gt;&lt;br /&gt;

&lt;center&gt;&lt;a href=&quot;http://www.geforce.com/Active/en_US/shared/images/articles/batmanarkhamcity/BAC-FXAAComparison-2.png&quot; target=&quot;_new&quot;&gt;&lt;img src=&quot;http://www.geforce.com/Active/en_US/shared/images/articles/batmanarkhamcity/BAC-FXAAComparison-2-620.png&quot; /&gt;&lt;/a&gt;&lt;/center&gt;
&lt;br /&gt;&lt;center&gt;&lt;em&gt;The differences between the various levels of FXAA 
anti-aliasing are more apparent in this second example, focusing on a 
solid piece of world geometry.&lt;/em&gt;&lt;/center&gt;&lt;br /&gt;

Next up is Multisample Anti-Aliasing (MSAA), the de facto 
anti-aliasing method in recent years. Very expensive to use, MSAA hurts 
performance and increases VRAM usage by a significant degree, though 
those with top-end GPUs may find 8x MSAA superior to FXAA High, 
regardless of the performance impact, due to the lack of an additional 
blur filter that is applied by FXAA.&lt;br /&gt;


&lt;center&gt;&lt;a href=&quot;http://www.geforce.com/Active/en_US/shared/images/articles/batmanarkhamcity/BACMSAAComparison.png&quot; target=&quot;_new&quot;&gt;&lt;img src=&quot;http://www.geforce.com/Active/en_US/shared/images/articles/batmanarkhamcity/BACMSAAComparison-620.png&quot; /&gt;&lt;/a&gt;&lt;/center&gt;
&lt;br /&gt;&lt;center&gt;&lt;em&gt;MSAA is unable to anti-alias transparent textures such 
as the chain-links, and therefore fails to enhance the object’s fidelity
 in any way whatsoever.&lt;/em&gt;&lt;/center&gt;&lt;br /&gt;

&lt;center&gt;&lt;a href=&quot;http://www.geforce.com/Active/en_US/shared/images/articles/batmanarkhamcity/BAC-MSAAComparison-2.png&quot; target=&quot;_new&quot;&gt;&lt;img src=&quot;http://www.geforce.com/Active/en_US/shared/images/articles/batmanarkhamcity/BAC-MSAAComparison-2-620.png&quot; /&gt;&lt;/a&gt;&lt;/center&gt;
&lt;br /&gt;&lt;center&gt;&lt;em&gt;MSAA is effective on geometry, however, as can readily be seen.&lt;/em&gt;&lt;/center&gt;&lt;br /&gt;

The final option is Coverage Sample Antialiasing (CSAA), an 
NVIDIA-developed anti-aliasing method first introduced with our 8-Series
 GPUs. By storing pixel coverage information in a very compact way, CSAA
 produces anti-aliased images that should rival the quality of the above
 8x MSAA method whilst introducing only a minimal performance hit 
compared to 4x MSAA. In other words, less aliasing with less of a 
performance hit, though users seeking ultimate image quality may wish to
 reinvest those savings in 16xQ CSAA or 32x CSAA.&lt;br /&gt;


&lt;center&gt;&lt;a href=&quot;http://www.geforce.com/Active/en_US/shared/images/articles/batmanarkhamcity/BACCSAAComparison.png&quot; target=&quot;_new&quot;&gt;&lt;img src=&quot;http://www.geforce.com/Active/en_US/shared/images/articles/batmanarkhamcity/BACCSAAComparison-620.png&quot; /&gt;&lt;/a&gt;&lt;/center&gt;
&lt;br /&gt;&lt;center&gt;&lt;em&gt;As with MSAA, CSAA is unable to anti-alias the chain link object.&lt;/em&gt;&lt;/center&gt;&lt;br /&gt;

&lt;center&gt;&lt;a href=&quot;http://www.geforce.com/Active/en_US/shared/images/articles/batmanarkhamcity/BAC-CSAAComparison-2.png&quot; target=&quot;_new&quot;&gt;&lt;img src=&quot;http://www.geforce.com/Active/en_US/shared/images/articles/batmanarkhamcity/BAC-CSAAComparison-2-620.png&quot; /&gt;&lt;/a&gt;&lt;/center&gt;
&lt;br /&gt;&lt;center&gt;&lt;em&gt;16x and 16xQ CSAA produce inferior results compared to 8x MSAA, although at 32x the difference is negligible.&lt;/em&gt;&lt;/center&gt;&lt;br /&gt;

Our final side-by-side comparison shows that FXAA High and 8x MSAA 
are on par with each other, and that 32x CSAA is a ever-so-slightly 
behind. During gameplay the differences between the three are only truly
 perceptible when you come across the aforementioned chain-linked 
objects, at which point FXAA really shines. Of course, you could 
forcibly enable Transparency Multisampling and Supersampling through the
 NVIDIA Control Panel, though this would further increase the 
performance impact of MSAA and CSAA in comparison to FXAA High, which as
 you will see later is extremely efficient.&lt;br /&gt;


&lt;center&gt;&lt;a href=&quot;http://www.geforce.com/Active/en_US/shared/images/articles/batmanarkhamcity/BAC-AAComparison-2.png&quot; target=&quot;_new&quot;&gt;&lt;img src=&quot;http://www.geforce.com/Active/en_US/shared/images/articles/batmanarkhamcity/BAC-AAComparison-2-620.png&quot; /&gt;&lt;/a&gt;&lt;/center&gt;

Given the comparisons above and our in-game experiences, we 
personally recommend FXAA High - as shown, it is the only anti-aliasing 
method capable of tackling the many chain-linked objects featured in the
 game, and though it introduces a slight screen-wide blur, reducing the 
game’s sharpness ever so slightly, we feel this is an acceptable 
trade-off to eliminate those extra transparency-based jaggies that MSAA 
and CSAA cannot touch.&lt;br /&gt;


With everything examined and explained click on over to the next page
 to check out performance using Arkham City’s built-in benchmarker.&lt;br /&gt;
&lt;br /&gt;
&lt;div class=&quot;page&quot; id=&quot;page3&quot;&gt;
&lt;h5&gt;
Performance Testing &amp;amp; Optimal Playable Settings&lt;/h5&gt;
Featuring
 so much advanced tech we were eager to discover how well Batman: Arkham
 City performed, and thanks to the inclusion of a repeatable, 
configurable benchmarking application we were able to capture accurate 
information regarding the performance of each and every graphics card in
 NVIDIA’s line-up. Through this testing, we were able to ascertain how 
much of an impact the various anti-aliasing modes, graphics effects and 
advanced features have, allowing us to recommend the best settings for 
your particular graphics card and to help you configure your game for 
the best possible experience.&lt;br /&gt;


&lt;h3&gt;
DirectX 9 Performance&lt;/h3&gt;
The 8800 GT and 9800 GT: one and the same, and still &lt;a href=&quot;http://store.steampowered.com/hwsurvey&quot; target=&quot;_blank&quot;&gt;the most popular graphics card&lt;/a&gt;
 amongst Steam’s many millions of users. Released several years ago, the
 two cards have hung onto the coat tails of newer GPUs, somehow 
producing playable results in the majority of recent releases.&lt;br /&gt;


Listed in Arkham City’s Minimum System Requirements sheet as the 
oldest graphics cards able to give you any kind of playable experience, 
let’s discover how they perform:&lt;br /&gt;


&lt;center&gt;&lt;img src=&quot;http://www.geforce.com/Active/en_US/shared/images/articles/batmanarkhamcity/BAC-DX9-TessOff-PhysXOff-NoAA.png&quot; /&gt;&lt;/center&gt;

On our i7 2600K test system the venerable GPUs surprised us once more
 by breezing past 60 frames per second at 1920x1080 using the highest 
detail level. Not being DirectX 11 graphics cards, MVSS, HBAO and 
Tessellation are all off-limits, and lacking the number of CUDA cores of
 the latest GPUs, PhysX isn&#39;t a possibility either without sacrificing 
resolution, detail levels and the silky smooth frame rate.&lt;br /&gt;


&lt;h3&gt;
DirectX 11 Performance&lt;/h3&gt;
Batman: Arkham City on the PC is meant to be played with all the 
bells and whistles enabled. To do so requires a DirectX 11-compatible 
graphics card, such as the latest 500-Series NVIDIA GPUs.&lt;br /&gt;


In the following section we’ll test each of these cards with 
progressively better settings to determine what kind of GPU you’ll 
require for a given gameplay experience. Each test was conducted using a
 stock-clocked Intel i7-2600K, a P67 motherboard, and 8GB of DDR3 RAM. 
The Very High detail preset and DirectX 11 effects enabled were enabled,
 in addition to any configuration options listed on the charts.&lt;br /&gt;


&lt;h3&gt;
Anti-Aliasing&lt;/h3&gt;
&lt;center&gt;&lt;img src=&quot;http://www.geforce.com/Active/en_US/shared/images/articles/batmanarkhamcity/BAC-DX11-TessOff-PhysXOff-NoAA.png&quot; /&gt;&lt;/center&gt;
&lt;br /&gt;&lt;center&gt;&lt;em&gt;At this baseline level the GeForce GTX 550 Ti 
comfortably handles 1920x1080 and the other cards are barely taxed. 
Let&#39;s up the ante by enabling Anti-Aliasing.&lt;/em&gt;&lt;/center&gt;&lt;br /&gt;

&lt;center&gt;&lt;img src=&quot;http://www.geforce.com/Active/en_US/shared/images/articles/batmanarkhamcity/BAC-DX11-TessOff-PhysXOff-4xMSAA.png&quot; /&gt;&lt;/center&gt;
&lt;br /&gt;&lt;center&gt;&lt;em&gt;With 4xMSAA enabled the GTX 550 Ti is unable to 
replicate its impressive level of performance from the first test, 
though it does still produce a playable result at the lowest resolution.
 The GTX 560 is the first card to break 40 frames per second at 
1920x1080, and the GTX 570 the first at 2560x1600.&lt;/em&gt;&lt;/center&gt;&lt;br /&gt;

&lt;center&gt;&lt;img src=&quot;http://www.geforce.com/Active/en_US/shared/images/articles/batmanarkhamcity/BAC-DX11-TessOff-PhysXOff-8xMSAA.png&quot; /&gt;&lt;/center&gt;
&lt;br /&gt;&lt;center&gt;&lt;em&gt;8xMSAA has a massive impact on performance across the 
board - the GTX 550 Ti goes sub-30 FPS and is unable to complete the 
final test; the GTX 560 and GTX 560 Ti are only able to stay above 40 
FPS at 1600x900; the GTX 570 stays just above 40 FPS at 1920x1080, where
 previously it was at 72 FPS; and the GTX 580 went as low as 29 FPS at 
2560x1600. Only the GTX 590 remained playable at max res, producing a 
result of 43.6 FPS.&lt;/em&gt;&lt;/center&gt;&lt;br /&gt;

&lt;center&gt;&lt;img src=&quot;http://www.geforce.com/Active/en_US/shared/images/articles/batmanarkhamcity/BAC-DX11-TessOff-PhysXOff-32xCSAA.png&quot; /&gt;&lt;/center&gt;
&lt;br /&gt;&lt;center&gt;&lt;em&gt;32xCSAA is even more demanding than 8xMSAA, lowering 
results by up to 9 frames per second across the board. This forces the 
GTX 560 below 40 FPS at any resolution, the GTX 570 below 40 FPS at 
1920x1080, and the GTX 590 below 40 FPS at 2560x1600.&lt;/em&gt;&lt;/center&gt;&lt;br /&gt;

&lt;center&gt;&lt;img src=&quot;http://www.geforce.com/Active/en_US/shared/images/articles/batmanarkhamcity/BAC-DX11-TessOff-PhysXOff-FXAAHigh.png&quot; /&gt;&lt;/center&gt;
&lt;br /&gt;&lt;center&gt;&lt;em&gt;In stark contrast, FXAA High has a minimal impact on 
frame rates and produces in-game results similar to that of 8xMSAA, 
whilst also anti-aliasing transparencies. Using this AA technique the 
GTX 550 Ti and GTX 560 run well above 40 FPS at 1920x1080, and at 
2560x1600 every other GPU is suitable for use. The slowest, the GTX 560 
Ti, runs at a respectable 42.8 FPS.&lt;/em&gt;&lt;/center&gt;&lt;br /&gt;

Our first set of results reveal that a GeForce GTX 550 Ti can play 
Batman: Arkham City with a level of fidelity far superior to that of the
 console releases, and that FXAA High is a far more efficient 
anti-aliasing technique compared to MSAA and CSAA.&lt;br /&gt;


&lt;h3&gt;
Normal Tessellation &amp;amp; PhysX&lt;/h3&gt;
Due to MSAA and CSAA&#39;s severe impact on performance we removed the 
anti-aliasing techniques from our tests and continued only with FXAA 
High. The next batch of tests reveal the performance of the lowest level
 of tessellation, &#39;Normal,&#39; and the impact of PhysX when enabled 
alongside it.

&lt;br /&gt;
&lt;center&gt;&lt;img src=&quot;http://www.geforce.com/Active/en_US/shared/images/articles/batmanarkhamcity/BAC-DX11-TessNormal-PhysXOff-FXAAHigh.png&quot; /&gt;&lt;/center&gt;
&lt;br /&gt;&lt;center&gt;&lt;em&gt;The enabling of &#39;Normal&#39; tessellation has a nominal 
impact on frame rates across the board compared to our previous FXAA 
High, tessellation disabled results; the general impact being a few 
frames per second. This minute reduction has no impact on the overall 
result, meaning the GTX 550 Ti is still well and truly playable at 
1920x1080.&lt;/em&gt;&lt;/center&gt;&lt;br /&gt;

&lt;center&gt;&lt;img src=&quot;http://www.geforce.com/Active/en_US/shared/images/articles/batmanarkhamcity/BAC-DX11-TessNormal-PhysXNormal-FXAAHigh.png&quot; /&gt;&lt;/center&gt;
&lt;br /&gt;&lt;center&gt;&lt;em&gt;With the lowest level of PhysX enabled the picture 
changes significantly, but not the overall result, meaning the GTX 560 
and 560 Ti still run at 40 FPS and above at 1920x1080 and the GTX 570, 
580 and 590 do the same at 2560x1600. The only exception is the GTX 550 
Ti, which now falls below the 40 FPS sweet spot at 1600x900 and 
1920x1080.&lt;/em&gt;&lt;/center&gt;&lt;br /&gt;

&lt;center&gt;&lt;img src=&quot;http://www.geforce.com/Active/en_US/shared/images/articles/batmanarkhamcity/BAC-DX11-TessNormal-PhysXHigh-FXAAHigh.png&quot; /&gt;&lt;/center&gt;
&lt;br /&gt;&lt;center&gt;&lt;em&gt;With PhysX High enabled frame rates dropped once more, 
and the overall result changed slightly - the GTX 560 fell below 40 FPS 
at 1920x1080 by 0.3 FPS, though that is well within accepted variance 
for benchmarks, and the GTX 570 fell below 40 FPS at 2560x1600, leaving 
only the GTX 580 and 590 above the sweet spot at the max resolution.&lt;/em&gt;&lt;/center&gt;&lt;br /&gt;

With our second set of tests we have discovered that Normal 
tessellation makes very little difference to performance, unlike PhysX, 
which dramatically reduces frame rates. However, the mid-range and 
high-end 500-Series GPUs had a significant enough performance margin to 
prevent these demanding effects from pushing frame rates below our 40 
FPS sweet spot.&lt;br /&gt;


&lt;h3&gt;
High Tessellation &amp;amp; PhysX&lt;/h3&gt;
For our final set of tests we enabled &#39;High&#39; tessellation and PhysX, pushing our graphics cards to the limit.&lt;br /&gt;


&lt;center&gt;&lt;img src=&quot;http://www.geforce.com/Active/en_US/shared/images/articles/batmanarkhamcity/BAC-DX11-TessHigh-PhysXOff-FXAAHigh.png&quot; /&gt;&lt;/center&gt;
&lt;br /&gt;&lt;center&gt;&lt;em&gt;Going from Normal tessellation to High tessellation results in the loss of a few frames per second across the board.&lt;/em&gt;&lt;/center&gt;&lt;br /&gt;

&lt;center&gt;&lt;img src=&quot;http://www.geforce.com/Active/en_US/shared/images/articles/batmanarkhamcity/BAC-DX11-TessHigh-PhysXNormal-FXAAHigh.png&quot; /&gt;&lt;/center&gt;
&lt;br /&gt;&lt;center&gt;&lt;em&gt;Because the difference in performance between Normal and
 High tessellation is so slight, only the GTX 570 result changes, it now
 being incapable of 40 FPS at 2560x1600.&lt;/em&gt;&lt;/center&gt;&lt;br /&gt;

&lt;center&gt;&lt;img src=&quot;http://www.geforce.com/Active/en_US/shared/images/articles/batmanarkhamcity/BAC-DX11-TessHigh-PhysXHigh-FXAAHigh.png&quot; /&gt;&lt;/center&gt;
&lt;br /&gt;&lt;center&gt;&lt;em&gt;Our most demanding test changes the landscape slightly -
 the GTX 560 now clearly falls outside of the 40 FPS sweet spot at 
1920x1080, and the GTX 560 Ti just inside; the GTX 570 becomes our clear
 1920x1080 winner; and the GTX 580 falls just below 40 FPS at 2560x1080.&lt;/em&gt;&lt;/center&gt;&lt;br /&gt;

Our final set of tests show that the performance difference between 
Normal and High tessellation is only a few frames per second, and that 
the performance difference between PhysX Normal and High, when every 
other setting is enabled, is up to 13 frames per second extra.&lt;br /&gt;


To more clearly demonstrate the performance difference between the two PhysX options we&#39;ve compiled one final chart:&lt;br /&gt;


&lt;center&gt;&lt;img src=&quot;http://www.geforce.com/Active/en_US/shared/images/articles/batmanarkhamcity/BAC-DX11-TessHigh-PhysXNormalvsHigh-FXAAHigh.png&quot; /&gt;&lt;/center&gt;
&lt;br /&gt;&lt;center&gt;&lt;em&gt;All 500-Series graphics cards can max out every game 
setting in conjunction with FXAA High, but only a few can do so at over 
40 frames per second.&lt;/em&gt;&lt;/center&gt;&lt;br /&gt;

&lt;h3&gt;
Summary: Optimal Playable Settings&lt;/h3&gt;
&lt;div align=&quot;center&quot;&gt;

&lt;table cellpadding=&quot;5&quot; cellspacing=&quot;1&quot;&gt;
      &lt;tbody&gt;
&lt;tr&gt;
        &lt;td bgcolor=&quot;#14171a&quot; width=&quot;32%&quot;&gt;&lt;span style=&quot;color: #76b900;&quot;&gt;&lt;strong&gt;GPU&lt;/strong&gt;&lt;/span&gt;&lt;/td&gt;
        &lt;th bgcolor=&quot;#14171a&quot; scope=&quot;col&quot; width=&quot;17%&quot;&gt;&lt;span style=&quot;color: #76b900;&quot;&gt;&lt;strong&gt;Resolution&lt;/strong&gt;&lt;/span&gt;&lt;/th&gt;
        &lt;th bgcolor=&quot;#14171a&quot; scope=&quot;col&quot; width=&quot;17%&quot;&gt;&lt;span style=&quot;color: #76b900;&quot;&gt;&lt;strong&gt;Quality Preset&lt;/strong&gt;&lt;/span&gt;&lt;/th&gt;
        &lt;th bgcolor=&quot;#14171a&quot; scope=&quot;col&quot; width=&quot;17%&quot;&gt;&lt;span style=&quot;color: #76b900;&quot;&gt;&lt;strong&gt;Anti-Aliasing&lt;/strong&gt;&lt;/span&gt;&lt;/th&gt;
        &lt;th bgcolor=&quot;#14171a&quot; scope=&quot;col&quot; width=&quot;17%&quot;&gt;&lt;span style=&quot;color: #76b900;&quot;&gt;&lt;strong&gt;DX11 Effects&lt;/strong&gt;&lt;/span&gt;&lt;/th&gt;
  &lt;th bgcolor=&quot;#14171a&quot; scope=&quot;col&quot; width=&quot;17%&quot;&gt;&lt;span style=&quot;color: #76b900;&quot;&gt;&lt;strong&gt;Tessellation&lt;/strong&gt;&lt;/span&gt;&lt;/th&gt;
  &lt;th bgcolor=&quot;#14171a&quot; scope=&quot;col&quot; width=&quot;17%&quot;&gt;&lt;span style=&quot;color: #76b900;&quot;&gt;&lt;strong&gt;PhysX&lt;/strong&gt;&lt;/span&gt;&lt;/th&gt;
  &lt;th bgcolor=&quot;#14171a&quot; scope=&quot;col&quot; width=&quot;17%&quot;&gt;&lt;span style=&quot;color: #76b900;&quot;&gt;&lt;strong&gt;Frame Rate&lt;/strong&gt;&lt;/span&gt;&lt;/th&gt;
      &lt;/tr&gt;
&lt;tr&gt;
        &lt;th align=&quot;left&quot; bgcolor=&quot;#14171a&quot; scope=&quot;row&quot;&gt;GTX 590&lt;/th&gt;
        &lt;td align=&quot;center&quot; bgcolor=&quot;#14171a&quot;&gt;2560x1600&lt;/td&gt;
        &lt;td align=&quot;center&quot; bgcolor=&quot;#14171a&quot;&gt;Very High&lt;/td&gt;
        &lt;td align=&quot;center&quot; bgcolor=&quot;#14171a&quot;&gt;FXAA High&lt;/td&gt;
        &lt;td align=&quot;center&quot; bgcolor=&quot;#14171a&quot;&gt;Enabled&lt;/td&gt;
  &lt;td align=&quot;center&quot; bgcolor=&quot;#14171a&quot;&gt;High&lt;/td&gt;
  &lt;td align=&quot;center&quot; bgcolor=&quot;#14171a&quot;&gt;High&lt;/td&gt;
  &lt;td align=&quot;center&quot; bgcolor=&quot;#14171a&quot;&gt;44.9&lt;/td&gt;
  &lt;/tr&gt;
&lt;tr&gt;
        &lt;th align=&quot;left&quot; bgcolor=&quot;#14171a&quot; scope=&quot;row&quot;&gt;GTX 580&lt;/th&gt;
        &lt;td align=&quot;center&quot; bgcolor=&quot;#14171a&quot;&gt;1920x1080&lt;/td&gt;
        &lt;td align=&quot;center&quot; bgcolor=&quot;#14171a&quot;&gt;Very High&lt;/td&gt;
        &lt;td align=&quot;center&quot; bgcolor=&quot;#14171a&quot;&gt;FXAA High&lt;/td&gt;
        &lt;td align=&quot;center&quot; bgcolor=&quot;#14171a&quot;&gt;Enabled&lt;/td&gt;
  &lt;td align=&quot;center&quot; bgcolor=&quot;#14171a&quot;&gt;High&lt;/td&gt;
  &lt;td align=&quot;center&quot; bgcolor=&quot;#14171a&quot;&gt;High&lt;/td&gt;
  &lt;td align=&quot;center&quot; bgcolor=&quot;#14171a&quot;&gt;47.4&lt;/td&gt;
  &lt;/tr&gt;
&lt;tr&gt;
        &lt;th align=&quot;left&quot; bgcolor=&quot;#14171a&quot; scope=&quot;row&quot;&gt;GTX 570&lt;/th&gt;
        &lt;td align=&quot;center&quot; bgcolor=&quot;#14171a&quot;&gt;1920x1080&lt;/td&gt;
        &lt;td align=&quot;center&quot; bgcolor=&quot;#14171a&quot;&gt;Very High&lt;/td&gt;
        &lt;td align=&quot;center&quot; bgcolor=&quot;#14171a&quot;&gt;FXAA High&lt;/td&gt;
        &lt;td align=&quot;center&quot; bgcolor=&quot;#14171a&quot;&gt;Enabled&lt;/td&gt;
  &lt;td align=&quot;center&quot; bgcolor=&quot;#14171a&quot;&gt;High&lt;/td&gt;
  &lt;td align=&quot;center&quot; bgcolor=&quot;#14171a&quot;&gt;High&lt;/td&gt;
  &lt;td align=&quot;center&quot; bgcolor=&quot;#14171a&quot;&gt;46.0&lt;/td&gt;
  &lt;/tr&gt;
&lt;tr&gt;
        &lt;th align=&quot;left&quot; bgcolor=&quot;#14171a&quot; scope=&quot;row&quot;&gt;GTX 560 Ti&lt;/th&gt;
        &lt;td align=&quot;center&quot; bgcolor=&quot;#14171a&quot;&gt;1920x1080&lt;/td&gt;
        &lt;td align=&quot;center&quot; bgcolor=&quot;#14171a&quot;&gt;Very High&lt;/td&gt;
        &lt;td align=&quot;center&quot; bgcolor=&quot;#14171a&quot;&gt;FXAA High&lt;/td&gt;
        &lt;td align=&quot;center&quot; bgcolor=&quot;#14171a&quot;&gt;Enabled&lt;/td&gt;
  &lt;td align=&quot;center&quot; bgcolor=&quot;#14171a&quot;&gt;High&lt;/td&gt;
  &lt;td align=&quot;center&quot; bgcolor=&quot;#14171a&quot;&gt;High&lt;/td&gt;
  &lt;td align=&quot;center&quot; bgcolor=&quot;#14171a&quot;&gt;40.6&lt;/td&gt;
  &lt;/tr&gt;
&lt;tr&gt;
        &lt;th align=&quot;left&quot; bgcolor=&quot;#14171a&quot; scope=&quot;row&quot;&gt;GTX 560&lt;/th&gt;
        &lt;td align=&quot;center&quot; bgcolor=&quot;#14171a&quot;&gt;1920x1080&lt;/td&gt;
        &lt;td align=&quot;center&quot; bgcolor=&quot;#14171a&quot;&gt;Very High&lt;/td&gt;
        &lt;td align=&quot;center&quot; bgcolor=&quot;#14171a&quot;&gt;FXAA High&lt;/td&gt;
        &lt;td align=&quot;center&quot; bgcolor=&quot;#14171a&quot;&gt;Enabled&lt;/td&gt;
  &lt;td align=&quot;center&quot; bgcolor=&quot;#14171a&quot;&gt;High&lt;/td&gt;
  &lt;td align=&quot;center&quot; bgcolor=&quot;#14171a&quot;&gt;Normal&lt;/td&gt;
  &lt;td align=&quot;center&quot; bgcolor=&quot;#14171a&quot;&gt;44.2&lt;/td&gt;
  &lt;/tr&gt;
&lt;tr&gt;
        &lt;th align=&quot;left&quot; bgcolor=&quot;#14171a&quot; scope=&quot;row&quot;&gt;GTX 550 Ti&lt;/th&gt;
        &lt;td align=&quot;center&quot; bgcolor=&quot;#14171a&quot;&gt;1920x1080&lt;/td&gt;
        &lt;td align=&quot;center&quot; bgcolor=&quot;#14171a&quot;&gt;Very High&lt;/td&gt;
        &lt;td align=&quot;center&quot; bgcolor=&quot;#14171a&quot;&gt;FXAA High&lt;/td&gt;
        &lt;td align=&quot;center&quot; bgcolor=&quot;#14171a&quot;&gt;Enabled&lt;/td&gt;
  &lt;td align=&quot;center&quot; bgcolor=&quot;#14171a&quot;&gt;High&lt;/td&gt;
  &lt;td align=&quot;center&quot; bgcolor=&quot;#14171a&quot;&gt;Off&lt;/td&gt;
  &lt;td align=&quot;center&quot; bgcolor=&quot;#14171a&quot;&gt;44.3&lt;/td&gt;
  &lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;/div&gt;
&lt;h3&gt;
GeForce GTX 580&lt;/h3&gt;
The only card capable of running Batman: Arkham City at over 40 
frames per second at our max resolution, using the max possible 
settings, High tessellation and High PhysX.&lt;br /&gt;


&lt;h3&gt;
GeForce GTX 580&lt;/h3&gt;
The GTX 580 is more than capable of playing Arkham City at 1920x1080 
and was just 0.4 frames per second shy of 40 at 2560x1600, so with the 
tiniest of overclocks it would easily enter the sweet spot and give you a
 flawless gameplay experience at our maximum tested resolution.&lt;br /&gt;


&lt;h3&gt;
GeForce GTX 570&lt;/h3&gt;
The GTX 570 was the first card to comfortably handle Arkham City at 
1920x1080 with PhysX and tessellation set to High. Recommended for users
 of ~23&quot; monitors.&lt;br /&gt;


&lt;h3&gt;
GeForce GTX 560 Ti&lt;/h3&gt;
The GTX 560 Ti sits in the sweet spot at 1920x1080 by just 0.6 frames
 per second when using High tessellation and PhysX. Dropping down to 
Normal PhysX would give you an extra 5.8 frames per second.&lt;br /&gt;


&lt;h3&gt;
GeForce GTX 560&lt;/h3&gt;
At 1920x1080 we were only able to use Normal PhysX in conjunction 
with High tessellation to remain within the 40 frames per second sweet 
spot, though at 1600x900 we &lt;em&gt;did&lt;/em&gt; record a result of 41.7 frames 
per second using both High PhysX and tessellation, so if desperately 
want the extra PhysX effects without sacrificing your frame rate, 
reducing the resolution is the way to go.&lt;br /&gt;


&lt;h3&gt;
GeForce GTX 550 Ti&lt;/h3&gt;
For a budget card the GTX 550 Ti performs amazingly well, hanging on 
in there with the costlier mid-range cards until we added PhysX, the 
most demanding feature in Batman: Arkham City. Paired with a 
similarly-priced processor you’ll receive a fantastic experience, 
superior to that offered by the consoles, albeit without realistic PhysX
 niceties.&lt;br /&gt;


&lt;h3&gt;
Using A Second Graphics Card As A Dedicated PhysX Processor&lt;/h3&gt;
Do you have an old CUDA-enabled graphics card lying around somewhere 
gathering dust? What if we told you that you can use that card to 
accelerate your frame rate in Batman: Arkham City when utilizing the 
PhysX effects?&lt;br /&gt;


All you have to do is plug a GeForce 8, 9, 200, 400 or 500 Series GPU
 into a spare PCI-Express slot on your motherboard, attach any required 
power cables, switch the PC back on, and then set up your NVIDIA Control
 Panel as shown below, ignoring the references to SLI that won’t appear 
unless you’re inserting a third card alongside an existing SLI 
configuration.&lt;br /&gt;


&lt;center&gt;&lt;img src=&quot;http://www.geforce.com/Active/en_US/shared/images/articles/batmanarkhamcity/BAC-NVCPL-PhysXPPU.png&quot; /&gt;&lt;/center&gt;
 
To ascertain the performance improvement from a second graphics card 
set as a dedicated PhysX processing unit, we tested a GeForce GTX 560 Ti
 at the more demanding 1920x1200 resolution, denoted as ‘None’ in the 
chart below, and then re-ran our benchmarks using a number of popular 
NVIDIA GeForce GPUs in the required configuration.&lt;br /&gt;


&lt;center&gt;&lt;img src=&quot;http://www.geforce.com/Active/en_US/shared/images/articles/batmanarkhamcity/BAC-DX11-TessHigh-PhysXHigh-FXAAHigh-PhysXSecondaryCardComparison.png&quot; /&gt;&lt;/center&gt;

By repurposing a piece of five-year-old kit gathering dust on a shelf
 we’ve boosted our Batman: Arkham City frame rates by 11.56%, pushing 
the GTX 560 Ti into the forty frames per second sweet spot when using 
every single effect and enhancement (if you don’t already own a 8800 GT 
or 9800 GT, they’re cheap as chips on eBay). Another popular, ageing 
graphics card, the GeForce GTX 260, improved frame rates by 17.55%, and a
 second GTX 560 improved frame rates by 23.71%.&lt;br /&gt;


This performance improvement scales somewhat with your processor&#39;s 
power, so those with older CPUs will receive less of a benefit from the 
secondary card, though it should still make a noticeable impact on the 
overall frame rate. In the end, any improvement is an improvement worth 
having, so hold onto your old NVIDIA tech as it will come in handy in 
similar situations in the future.&lt;br /&gt;
&lt;br /&gt;
&lt;div class=&quot;page&quot; id=&quot;page4&quot;&gt;
&lt;h5&gt;
Conclusion&lt;/h5&gt;
Having
 sat in the company of Batman: Arkham City for many an hour we can 
confidently say that it is not only one of the year’s best games, but 
also an expertly optimized technical tour de force – even using older 
200-Series GPUs, an experience superior to that seen on the consoles can
 be had using just the DirectX 9 effects.&lt;br /&gt;


Using affordable low-to-mid range components, DirectX 11 tessellation
 and effects can be enabled whilst maintaining a stable 40 frames per 
second. It is only PhysX’s accurately-simulated effects that truly tax 
video cards, and to enable them you will need a higher-end system, 
preferably utilizing a GeForce GTX 570 or higher.&lt;br /&gt;


We hope you’ve found this article informative, and if you have any questions please get in touch via &lt;a href=&quot;http://twitter.com/#%21/nvidiageforce&quot;&gt;Twitter&lt;/a&gt; or &lt;a href=&quot;https://www.facebook.com/NVIDIAGeForce&quot;&gt;Facebook&lt;/a&gt;.&lt;/div&gt;
&lt;/div&gt;
&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://hassan1994.blogspot.com/feeds/5114537629933326239/comments/default' title='Publier les commentaires'/><link rel='replies' type='text/html' href='http://hassan1994.blogspot.com/2011/12/batman-arkham-city-graphics-breakdown.html#comment-form' title='0 commentaires'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2946573111099627315/posts/default/5114537629933326239'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2946573111099627315/posts/default/5114537629933326239'/><link rel='alternate' type='text/html' href='http://hassan1994.blogspot.com/2011/12/batman-arkham-city-graphics-breakdown.html' title='Batman: Arkham City Graphics Breakdown &amp; Performance Guide'/><author><name>Anonymous</name><uri>http://www.blogger.com/profile/07425470599296212922</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2946573111099627315.post-5978207871970977896</id><published>2011-11-05T22:23:00.002+01:00</published><updated>2011-11-05T22:23:50.993+01:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="Optimization"/><category scheme="http://www.blogger.com/atom/ns#" term="System"/><title type='text'>Deus Ex: Human Revolution Tweak Guide geforce.com</title><content type='html'>&lt;div class=&quot;separator&quot; style=&quot;clear: both; text-align: center;&quot;&gt;
&lt;a href=&quot;http://www.geforce.com/Active/en_US/shared/images/guides/deus-ex-tweak/guide-header-deus-ex.jpg&quot; imageanchor=&quot;1&quot; style=&quot;margin-left: 1em; margin-right: 1em;&quot;&gt;&lt;img border=&quot;0&quot; height=&quot;147&quot; src=&quot;http://www.geforce.com/Active/en_US/shared/images/guides/deus-ex-tweak/guide-header-deus-ex.jpg&quot; width=&quot;320&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
&lt;br /&gt;
&lt;blockquote class=&quot;tr_bq&quot;&gt;

&lt;em&gt;November 5, 2011&lt;/em&gt;&lt;/blockquote&gt;
&lt;a href=&quot;http://deusex.com/&quot; rel=&quot;nofollow&quot; target=&quot;_blank&quot;&gt;Deus Ex: Human Revolution&lt;/a&gt;
 is the third game in the highly-acclaimed Deus Ex series. The events in
 this latest expedition into the science fiction world of Deus Ex take 
place in the year 2027, a quarter of a century before the first Deus Ex 
game. The main character, security specialist Adam Jensen, is a 
cybernetically enhanced former SWAT member. He finds himself in the 
thick of the covert wars being waged between multinational biotech 
companies as they strive to gain an edge in the field of human 
augmentation. If you enjoyed the original Deus Ex, then Deus Ex: Human 
Revolution (HR) should be right up your alley, giving you the freedom to
 fight, sneak and hack your way through an engaging cyberpunk-themed 
environment.&lt;br /&gt;


The aim of this guide is to allow you to better understand and best 
utilize all of the configuration options available in Deus Ex: HR.&lt;br /&gt;


Before proceeding further, make sure you meet the game&#39;s minimum requirements as provided below:&lt;br /&gt;

&lt;ul&gt;
&lt;li&gt;Processor: 2 GHz dual core CPU&lt;/li&gt;
&lt;li&gt;Memory: 1GB RAM (Windows XP), 2GB RAM (Windows Vista/7)&lt;/li&gt;
&lt;li&gt;Hard Drive: At least 8.5GB of free space&lt;/li&gt;
&lt;li&gt;Video Card:  NVIDIA GeForce 8000 series or equivalent&lt;/li&gt;
&lt;li&gt;Sound Card: Direct X 9.0c compatible&lt;/li&gt;
&lt;li&gt;OS: Windows XP, Windows Vista or Windows 7&lt;/li&gt;
&lt;/ul&gt;
What follows are full descriptions for all of the settings available 
in Deus Ex: HR&#39;s various options menus. Screenshot comparisons are 
provided where relevant to highlight the impact on image quality of 
changing these settings. Performance information is also provided for 
every setting, although bear in mind that the precise impact on your 
particular system depends on your specific hardware combination and your
 other game and system-wide settings. The aim here is to give you enough
 information so that you can make an informed choice as to the settings 
you enable or disable to obtain a balance of visual quality and 
performance acceptable to you.&lt;br /&gt;


&lt;h3&gt;
General System Optimization&lt;/h3&gt;
Almost as important as any in-game setting is the way your Windows 
installation is configured. A great many problems and performance 
issues, especially stuttering, crashes and slowdowns, can be traced 
directly to sub-optimal settings in Windows and out-of-date or badly 
configured drivers. For this reason it is recommended that you download 
the relevant version of the  &lt;a href=&quot;http://www.tweakguides.com/TGTC.html&quot; rel=&quot;nofollow&quot; target=&quot;_blank&quot;&gt;TweakGuides Tweaking Companion&lt;/a&gt; (TGTC) and take the time to optimize your Windows installation correctly. At the very least make sure to update your &lt;a href=&quot;http://www.geforce.com/Drivers&quot;&gt;graphics drivers&lt;/a&gt; to the latest available version.&lt;br /&gt;


&lt;h3&gt;
Performance Measurement&lt;/h3&gt;
To successfully conduct any tweaking, you will need some way of objectively measuring your performance in &lt;a href=&quot;http://www.tweakguides.com/Graphics_5.html&quot; rel=&quot;nofollow&quot; target=&quot;_blank&quot;&gt;Frames Per Second&lt;/a&gt; (FPS). The quickest and easiest way to measure your FPS in any game is to use the free &lt;a href=&quot;http://www.fraps.com/download.php&quot; rel=&quot;nofollow&quot; target=&quot;_blank&quot;&gt;FRAPS&lt;/a&gt;
 utility. Download, install and launch FRAPS before starting up Deus Ex:
 HR. You will now see a yellow FPS counter displayed in the corner of 
your screen. Pay attention to this FPS figure, particularly during 
graphically intense scenes, such as in heavy combat or in highly 
detailed areas. If your FPS dips into the low double or single digits 
for example, this is a good indication that you need to adjust various 
settings until your minimum FPS is consistently above 20-25 FPS during 
normal gameplay, such as when walking around or conversing with others, 
and higher still (e.g. 30-35 FPS +) during combat to maintain 
appropriate responsiveness.</content><link rel='replies' type='application/atom+xml' href='http://hassan1994.blogspot.com/feeds/5978207871970977896/comments/default' title='Publier les commentaires'/><link rel='replies' type='text/html' href='http://hassan1994.blogspot.com/2011/11/deus-ex-human-revolution-tweak-guide.html#comment-form' title='0 commentaires'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2946573111099627315/posts/default/5978207871970977896'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2946573111099627315/posts/default/5978207871970977896'/><link rel='alternate' type='text/html' href='http://hassan1994.blogspot.com/2011/11/deus-ex-human-revolution-tweak-guide.html' title='Deus Ex: Human Revolution Tweak Guide geforce.com'/><author><name>Anonymous</name><uri>http://www.blogger.com/profile/07425470599296212922</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2946573111099627315.post-3000754934928668444</id><published>2011-10-01T12:42:00.000+01:00</published><updated>2011-10-01T12:50:07.575+01:00</updated><category scheme="http://www.blogger.com/atom/ns#" term="Conclusion"/><category scheme="http://www.blogger.com/atom/ns#" term="How Battlefield 3 Performs"/><category scheme="http://www.blogger.com/atom/ns#" term="Quality Setting Comparisons"/><title type='text'>Battlefield 3 Beta Performance Guide GeForce Review</title><content type='html'>&lt;span class=&quot;Apple-style-span&quot; style=&quot;background-color: #282b30; color: #eeeeee; font-family: &#39;Trebuchet MS&#39;, Arial, Helvetica, sans-serif; font-size: 13px;&quot;&gt;&lt;/span&gt;&lt;br /&gt;
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Introduction&amp;nbsp;&lt;/h5&gt;
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&lt;span class=&quot;Apple-style-span&quot; style=&quot;background-color: #282b30; font-family: &#39;Trebuchet MS&#39;, Arial, Helvetica, sans-serif; font-size: 13px;&quot;&gt;&lt;img src=&quot;http://www.geforce.com/Active/en_US/shared/images/guides/battlefield-3-beta/header-battlefield-3-beta-performance.jpg&quot; style=&quot;border-bottom-style: none; border-color: initial; border-left-style: none; border-right-style: none; border-top-style: none; border-width: initial;&quot; /&gt;&lt;/span&gt;&lt;/div&gt;
&lt;span class=&quot;Apple-style-span&quot; style=&quot;background-color: #282b30; font-family: &#39;Trebuchet MS&#39;, Arial, Helvetica, sans-serif; font-size: 13px;&quot;&gt;
&lt;/span&gt;&lt;br /&gt;
&lt;blockquote&gt;
&lt;span class=&quot;Apple-style-span&quot; style=&quot;background-color: #282b30; font-family: &#39;Trebuchet MS&#39;, Arial, Helvetica, sans-serif; font-size: 13px;&quot;&gt;&lt;em&gt;September 29, 2011&lt;/em&gt;&lt;/span&gt;&lt;/blockquote&gt;
&lt;span class=&quot;Apple-style-span&quot; style=&quot;background-color: #282b30; font-family: &#39;Trebuchet MS&#39;, Arial, Helvetica, sans-serif; font-size: 13px;&quot;&gt;
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By&amp;nbsp;&lt;strong&gt;James Wang&lt;/strong&gt;&lt;/div&gt;
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Today, the&lt;span class=&quot;Apple-style-span&quot; style=&quot;color: #eeeeee;&quot;&gt;&amp;nbsp;&lt;/span&gt;&lt;a href=&quot;http://www.battlefield.com/battlefield3/1/beta&quot; rel=&quot;nofollow&quot; style=&quot;color: #76b900; outline-color: initial; outline-style: none; outline-width: initial; text-decoration: underline;&quot; target=&quot;_blank&quot;&gt;Battlefield 3 Beta&lt;/a&gt;&lt;span class=&quot;Apple-style-span&quot; style=&quot;color: #eeeeee;&quot;&gt;&amp;nbsp;&lt;/span&gt;will be released to gamers worldwide. For many gamers, the first question on their mind is: can I run this game? And if so, at what setting? This will be primary focus on this article. Along the way, we&#39;ll look at the graphics options offered in&lt;span class=&quot;Apple-style-span&quot; style=&quot;color: #eeeeee;&quot;&gt;&amp;nbsp;&lt;/span&gt;&lt;a href=&quot;http://www.geforce.com/GamesandApps/games/battlefield-3&quot; style=&quot;color: #76b900; outline-color: initial; outline-style: none; outline-width: initial; text-decoration: underline;&quot;&gt;Battlefield 3&lt;/a&gt;&lt;span class=&quot;Apple-style-span&quot; style=&quot;color: #eeeeee;&quot;&gt;,&lt;/span&gt; how they affect image quality, and the some upgrade options if you&#39;re looking to purchase a new graphics card.&lt;/div&gt;
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A Quick Primer on the Battlefield 3 Graphics Engine&lt;/h5&gt;
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The last time a graphics engine or game generated this much discussion and anticipation was with the launch of the original&lt;span class=&quot;Apple-style-span&quot; style=&quot;color: #eeeeee;&quot;&gt;&amp;nbsp;&lt;/span&gt;&lt;a href=&quot;http://www.geforce.com/GamesandApps/games/crysis&quot; style=&quot;color: #76b900; outline-color: initial; outline-style: none; outline-width: initial; text-decoration: underline;&quot;&gt;Crysis&lt;/a&gt;&lt;span class=&quot;Apple-style-span&quot; style=&quot;color: #eeeeee;&quot;&gt;. &lt;/span&gt;So let&#39;s take a moment to review why Battlefield 3 is such a milestone for 3D graphics on the PC.&lt;/div&gt;
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&lt;a href=&quot;http://www.geforce.com/Active/en_US/shared/images/guides/battlefield-3-beta/graphics-engines.png&quot; style=&quot;color: #76b900; outline-color: initial; outline-style: none; outline-width: initial; text-decoration: underline;&quot; target=&quot;_blank&quot;&gt;&lt;img src=&quot;http://www.geforce.com/Active/en_US/shared/images/guides/battlefield-3-beta/graphics-engines-small.png&quot; style=&quot;border-bottom-style: none; border-color: initial; border-left-style: none; border-right-style: none; border-top-style: none; border-width: initial;&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
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&lt;em&gt;Prior to Frostbite 2, DICE used two different graphics engines in its games.&lt;/em&gt;&lt;/div&gt;
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The graphics engine behind Battlefield 3 is called Frostbite 2. Prior to Frostbite 2, DICE, the developer behind Battlefield 3, worked with two graphics engines. The first engine, the original Frostbite, was created for Battlefield Bad Company. Frostbite was powerful in handling dynamic destruction but lacked a detailed lighting model. The second was Unreal Engine 3, which DICE licensed from Epic for use in&lt;span class=&quot;Apple-style-span&quot; style=&quot;color: #eeeeee;&quot;&gt;&amp;nbsp;&lt;/span&gt;&lt;a href=&quot;http://www.geforce.com/GamesandApps/games/mirrors-edge&quot; style=&quot;color: #76b900; outline-color: initial; outline-style: none; outline-width: initial; text-decoration: underline;&quot;&gt;Mirror&#39;s Edge&lt;/a&gt;&lt;span class=&quot;Apple-style-span&quot; style=&quot;color: #eeeeee;&quot;&gt;.&lt;/span&gt; Mirror&#39;s Edge was noted for its beautiful lighting which was created using offline global illumination software, but since everything was pre-computed, none of the levels were destructible. DICE&#39;s goal with Frostbite 2 was simple: to create a graphics engine that combined the rich, global illumination lighting of Mirror&#39;s Edge with the dynamic destructible environments of Battlefield Bad Company.&lt;/div&gt;
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&lt;a href=&quot;http://www.geforce.com/Active/en_US/shared/images/guides/battlefield-3-beta/game-engine-wants.png&quot; style=&quot;color: #76b900; outline-color: initial; outline-style: none; outline-width: initial; text-decoration: underline;&quot; target=&quot;_blank&quot;&gt;&lt;img src=&quot;http://www.geforce.com/Active/en_US/shared/images/guides/battlefield-3-beta/game-engine-wants-small.png&quot; style=&quot;border-bottom-style: none; border-color: initial; border-left-style: none; border-right-style: none; border-top-style: none; border-width: initial;&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
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&lt;em&gt;GI, or Global Illumination, refers to lighting models that capture the complex interaction of light as it bounces around in an environment. The challenge with Battlefield 3 was to combine GI with destructible environments.&lt;/em&gt;&lt;/div&gt;
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With Battlefield 3, DICE has fully achieved this goal. The engine makes use of such a dizzying amount of technologies that we will be devoting a whole article on the subject in the coming days. But for now, suffice is to say that Battlefield 3 is the first game that successfully combines full destruction with realtime radiosity lighting, deferred rendering with robust antialiasing, and richly lit indoor scenes with massively scaled outdoor levels. There are other games that make use of one or more of these technologies but none that use all of them. And no other game has that unique Battlefield 3&amp;nbsp;&lt;em&gt;look&lt;/em&gt;.&lt;/div&gt;
&lt;/span&gt;&lt;span class=&quot;Apple-style-span&quot; style=&quot;background-color: #282b30; font-family: &#39;Trebuchet MS&#39;, Arial, Helvetica, sans-serif; font-size: 13px;&quot;&gt;&lt;div class=&quot;page&quot; id=&quot;page2&quot; style=&quot;display: block;&quot;&gt;
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Graphics Quality Options&lt;/h5&gt;
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&lt;a href=&quot;http://www.geforce.com/Active/en_US/shared/images/guides/battlefield-3-beta/graphics-quality-options.png&quot; style=&quot;color: #76b900; outline-color: initial; outline-style: none; outline-width: initial; text-decoration: underline;&quot; target=&quot;_blank&quot;&gt;&lt;img src=&quot;http://www.geforce.com/Active/en_US/shared/images/guides/battlefield-3-beta/graphics-quality-options-small.png&quot; style=&quot;border-bottom-style: none; border-color: initial; border-left-style: none; border-right-style: none; border-top-style: none; border-width: initial;&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
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That Battlefield 3 was built for the PC is clear the moment you open its video options menu. Eleven graphics quality settings can be individually adjusted and four presets are available: Low, Medium, High, and Ultra. We will be publishing a detailed tweak guide when the game launches to go through each of the individual options. For this article, we&#39;ll focus exclusively on the image quality and performance of the four presets.&lt;/div&gt;
&lt;div align=&quot;center&quot;&gt;
&lt;table cellpadding=&quot;5&quot; cellspacing=&quot;1&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;td bgcolor=&quot;#14171a&quot; width=&quot;32%&quot;&gt;&lt;strong&gt;Graphics Quality &amp;nbsp;(Preset)&lt;/strong&gt;&lt;/td&gt;&lt;th bgcolor=&quot;#14171a&quot; scope=&quot;col&quot; width=&quot;17%&quot;&gt;&lt;strong&gt;Low&lt;/strong&gt;&lt;/th&gt;&lt;th bgcolor=&quot;#14171a&quot; scope=&quot;col&quot; width=&quot;17%&quot;&gt;&lt;strong&gt;Medium&lt;/strong&gt;&lt;/th&gt;&lt;th bgcolor=&quot;#14171a&quot; scope=&quot;col&quot; width=&quot;17%&quot;&gt;&lt;strong&gt;High&lt;/strong&gt;&lt;/th&gt;&lt;th bgcolor=&quot;#14171a&quot; scope=&quot;col&quot; width=&quot;17%&quot;&gt;&lt;strong&gt;Ultra&lt;/strong&gt;&lt;/th&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;th align=&quot;left&quot; bgcolor=&quot;#14171a&quot; scope=&quot;row&quot;&gt;Texture Quality&lt;/th&gt;&lt;td align=&quot;center&quot; bgcolor=&quot;#14171a&quot;&gt;Low&lt;/td&gt;&lt;td align=&quot;center&quot; bgcolor=&quot;#14171a&quot;&gt;Medium&lt;/td&gt;&lt;td align=&quot;center&quot; bgcolor=&quot;#14171a&quot;&gt;High&lt;/td&gt;&lt;td align=&quot;center&quot; bgcolor=&quot;#14171a&quot;&gt;Ultra&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;th align=&quot;left&quot; bgcolor=&quot;#14171a&quot; scope=&quot;row&quot;&gt;Shadow Quality&lt;/th&gt;&lt;td align=&quot;center&quot; bgcolor=&quot;#14171a&quot;&gt;Low&lt;/td&gt;&lt;td align=&quot;center&quot; bgcolor=&quot;#14171a&quot;&gt;Medium&lt;/td&gt;&lt;td align=&quot;center&quot; bgcolor=&quot;#14171a&quot;&gt;High&lt;/td&gt;&lt;td align=&quot;center&quot; bgcolor=&quot;#14171a&quot;&gt;Ultra&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;th align=&quot;left&quot; bgcolor=&quot;#14171a&quot; scope=&quot;row&quot;&gt;Effects Quality&lt;/th&gt;&lt;td align=&quot;center&quot; bgcolor=&quot;#14171a&quot;&gt;Low&lt;/td&gt;&lt;td align=&quot;center&quot; bgcolor=&quot;#14171a&quot;&gt;Medium&lt;/td&gt;&lt;td align=&quot;center&quot; bgcolor=&quot;#14171a&quot;&gt;High&lt;/td&gt;&lt;td align=&quot;center&quot; bgcolor=&quot;#14171a&quot;&gt;Ultra&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;th align=&quot;left&quot; bgcolor=&quot;#14171a&quot; scope=&quot;row&quot;&gt;Mesh Quality&lt;/th&gt;&lt;td align=&quot;center&quot; bgcolor=&quot;#14171a&quot;&gt;Low&lt;/td&gt;&lt;td align=&quot;center&quot; bgcolor=&quot;#14171a&quot;&gt;Medium&lt;/td&gt;&lt;td align=&quot;center&quot; bgcolor=&quot;#14171a&quot;&gt;High&lt;/td&gt;&lt;td align=&quot;center&quot; bgcolor=&quot;#14171a&quot;&gt;Ultra&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;th align=&quot;left&quot; bgcolor=&quot;#14171a&quot; scope=&quot;row&quot;&gt;Terrain Quality&lt;/th&gt;&lt;td align=&quot;center&quot; bgcolor=&quot;#14171a&quot;&gt;Low&lt;/td&gt;&lt;td align=&quot;center&quot; bgcolor=&quot;#14171a&quot;&gt;Medium&lt;/td&gt;&lt;td align=&quot;center&quot; bgcolor=&quot;#14171a&quot;&gt;High&lt;/td&gt;&lt;td align=&quot;center&quot; bgcolor=&quot;#14171a&quot;&gt;Ultra&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;th align=&quot;left&quot; bgcolor=&quot;#14171a&quot; scope=&quot;row&quot;&gt;Antialiasing Deferred&lt;/th&gt;&lt;td align=&quot;center&quot; bgcolor=&quot;#14171a&quot;&gt;Off&lt;/td&gt;&lt;td align=&quot;center&quot; bgcolor=&quot;#14171a&quot;&gt;Off&lt;/td&gt;&lt;td align=&quot;center&quot; bgcolor=&quot;#14171a&quot;&gt;Off&lt;/td&gt;&lt;td align=&quot;center&quot; bgcolor=&quot;#14171a&quot;&gt;4x MSAA&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;th align=&quot;left&quot; bgcolor=&quot;#14171a&quot; scope=&quot;row&quot;&gt;Antialiasing Post&lt;/th&gt;&lt;td align=&quot;center&quot; bgcolor=&quot;#14171a&quot;&gt;Off&lt;/td&gt;&lt;td align=&quot;center&quot; bgcolor=&quot;#14171a&quot;&gt;Low&lt;/td&gt;&lt;td align=&quot;center&quot; bgcolor=&quot;#14171a&quot;&gt;Medium&lt;/td&gt;&lt;td align=&quot;center&quot; bgcolor=&quot;#14171a&quot;&gt;Medium&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;th align=&quot;left&quot; bgcolor=&quot;#14171a&quot; scope=&quot;row&quot;&gt;Motion Blur&lt;/th&gt;&lt;td align=&quot;center&quot; bgcolor=&quot;#14171a&quot;&gt;Off&lt;/td&gt;&lt;td align=&quot;center&quot; bgcolor=&quot;#14171a&quot;&gt;Off&lt;/td&gt;&lt;td align=&quot;center&quot; bgcolor=&quot;#14171a&quot;&gt;On&lt;/td&gt;&lt;td align=&quot;center&quot; bgcolor=&quot;#14171a&quot;&gt;On&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;th align=&quot;left&quot; bgcolor=&quot;#14171a&quot; scope=&quot;row&quot;&gt;Motion Blur Amount&lt;/th&gt;&lt;td align=&quot;center&quot; bgcolor=&quot;#14171a&quot;&gt;50&lt;/td&gt;&lt;td align=&quot;center&quot; bgcolor=&quot;#14171a&quot;&gt;50&lt;/td&gt;&lt;td align=&quot;center&quot; bgcolor=&quot;#14171a&quot;&gt;50&lt;/td&gt;&lt;td align=&quot;center&quot; bgcolor=&quot;#14171a&quot;&gt;50&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;th align=&quot;left&quot; bgcolor=&quot;#14171a&quot; scope=&quot;row&quot;&gt;Anisotropic Filter&lt;/th&gt;&lt;td align=&quot;center&quot; bgcolor=&quot;#14171a&quot;&gt;2x&lt;/td&gt;&lt;td align=&quot;center&quot; bgcolor=&quot;#14171a&quot;&gt;4x&lt;/td&gt;&lt;td align=&quot;center&quot; bgcolor=&quot;#14171a&quot;&gt;16x&lt;/td&gt;&lt;td align=&quot;center&quot; bgcolor=&quot;#14171a&quot;&gt;16x&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;th align=&quot;left&quot; bgcolor=&quot;#14171a&quot; scope=&quot;row&quot;&gt;Ambient Occlusion&lt;/th&gt;&lt;td align=&quot;center&quot; bgcolor=&quot;#14171a&quot;&gt;Off&lt;/td&gt;&lt;td align=&quot;center&quot; bgcolor=&quot;#14171a&quot;&gt;SSAO&lt;/td&gt;&lt;td align=&quot;center&quot; bgcolor=&quot;#14171a&quot;&gt;HBAO&lt;/td&gt;&lt;td align=&quot;center&quot; bgcolor=&quot;#14171a&quot;&gt;HBAO&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;/div&gt;
&lt;div style=&quot;margin-bottom: 1em; padding-bottom: 0px; padding-top: 0px; text-align: center;&quot;&gt;
&lt;em&gt;The four graphics quality presets in Battlefield 3 and how they translate into individual settings.&lt;/em&gt;&lt;/div&gt;
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How Battlefield 3 Looks At Different Quality Settings&lt;/h5&gt;
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Low Quality&lt;/h5&gt;
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Even at Low Quality, Battlefield 3 looks very decent. The game uses the same realtime radiosity lighting engine is used across all graphics presets so even at low, there are tons of dynamic lights, colors reflect and bleed, and high dynamic range (HDR) lighting is in full effect. But the picture, though realistic, is fairly coarse. Shadows are jagged and can look like saw teeth. Textures are blurry unless viewed up close (a higher resolution loads when things get too blurry). And trees and grass look very flat without the rich self-shadowing that&#39;s provided by ambient occlusion. Fence aliasing is also very distracting at Low Quality&lt;span class=&quot;Apple-style-span&quot; style=&quot;color: #eeeeee;&quot;&gt;.&lt;/span&gt;&lt;/div&gt;
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Medium Quality&lt;/h5&gt;
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At Medium Quality, the fidelity and detail is significantly improved. The most noticeable difference is that all shadows are now soft; there are no more chunky pixels to be found. Ambient occlusion is also now enabled in the form of SSAO or Screen Space Ambient Occlusion. This means trees and grass cast shadows on themselves, giving them a richer, lusher look. &quot;Antialiasing Post&quot;, which refers to antialiasing done as a post process using shaders is now set to Low. This removes most of the jaggies in the scene, making the image much smoother.&lt;/div&gt;
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High Quality&lt;/h5&gt;
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Now this is what Battlefield 3 is suppose to look like. High Quality adds an extra layer of architectural detail on the beautiful Parisian buildings in the Metro level. Windows and columns are rendered with real geometry which in turn cast shadows on themselves thanks to ambient occlusion. Overall, objects and structures look a lot more 3D. Textures are also much sharper thanks to 16x anisotropic filtering. The game is simply beautiful at this point.&lt;/div&gt;
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Ultra Quality&lt;/h5&gt;
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At Ultra Quality, everything looks better but in a more subtle than dramatic way. The most obvious improvement comes from the 4x MSAA setting which gets enabled at Ultra Quality. Up until Ultra Quality, all antialiasing is handled by a post processing shader , which though powerful, can miss certain objects. For example, at High Quality, fences and thin lines form crawling patterns when you move pass them. At Ultra Quality, the addition of 4x MSAA removes most of the offensive crawlies and moiré patterns.&lt;/div&gt;
&lt;/div&gt;
&lt;/span&gt;&lt;span class=&quot;Apple-style-span&quot; style=&quot;background-color: #282b30; font-family: &#39;Trebuchet MS&#39;, Arial, Helvetica, sans-serif; font-size: 13px;&quot;&gt;&lt;div class=&quot;page&quot; id=&quot;page3&quot; style=&quot;display: block;&quot;&gt;
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Quality Setting Comparisons&lt;/h5&gt;
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&lt;a href=&quot;http://www.geforce.com/Active/en_US/shared/images/guides/battlefield-3-beta/shadow-quality.jpg&quot; style=&quot;color: #76b900; outline-color: initial; outline-style: none; outline-width: initial; text-decoration: underline;&quot; target=&quot;_blank&quot;&gt;&lt;img src=&quot;http://www.geforce.com/Active/en_US/shared/images/guides/battlefield-3-beta/shadow-quality-small.jpg&quot; style=&quot;border-bottom-style: none; border-color: initial; border-left-style: none; border-right-style: none; border-top-style: none; border-width: initial;&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
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&lt;em&gt;At Low Quality, shadows are not filtered, resulting in hard edges and saw tooth patterns. At Medium, shadow edges are smoothed out. At High or Ultra quality, the resolution of the shadow map is higher, resulting in detailed but smooth shadows.&lt;/em&gt;&lt;/div&gt;
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&lt;img src=&quot;http://www.geforce.com/Active/en_US/shared/images/guides/battlefield-3-beta/ambient-occlusion.jpg&quot; style=&quot;border-bottom-style: none; border-color: initial; border-left-style: none; border-right-style: none; border-top-style: none; border-width: initial;&quot; /&gt;&lt;/div&gt;
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&lt;em&gt;These set of images show the benefit of high quality ambient occlusion. At the Low and Medium, the buildings lack proper self shadowing. High and Ultra settings enable HBAO, or Horizon Based Ambient Occlusion, a self shadowing technique developed by NVIDIA that&#39;s now used in various games. Note the detailed shadows under the windows and arches.&lt;/em&gt;&lt;/div&gt;
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&lt;a href=&quot;http://www.geforce.com/Active/en_US/shared/images/guides/battlefield-3-beta/texture-quality.jpg&quot; style=&quot;color: #76b900; outline-color: initial; outline-style: none; outline-width: initial; text-decoration: underline;&quot; target=&quot;_blank&quot;&gt;&lt;img src=&quot;http://www.geforce.com/Active/en_US/shared/images/guides/battlefield-3-beta/texture-quality-small.jpg&quot; style=&quot;border-bottom-style: none; border-color: initial; border-left-style: none; border-right-style: none; border-top-style: none; border-width: initial;&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
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&lt;em&gt;One of the most obvious differences between the quality levels is in texture detail. At Low Quality, the sign is barely readable. At Medium, the text becomes clear. At High, even fine details such as the bolts become razor sharp.&lt;/em&gt;&lt;/div&gt;
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&lt;img src=&quot;http://www.geforce.com/Active/en_US/shared/images/guides/battlefield-3-beta/antialiasing.jpg&quot; style=&quot;border-bottom-style: none; border-color: initial; border-left-style: none; border-right-style: none; border-top-style: none; border-width: initial;&quot; /&gt;&lt;/div&gt;
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&lt;em&gt;At Ultra Quality, 4x MSAA (Multisampling Antialiasing) is enabled. This cleans up distracting crawling artifacts in fencing and thin wires.&lt;/em&gt;&lt;/div&gt;
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&lt;/span&gt;&lt;span class=&quot;Apple-style-span&quot; style=&quot;background-color: #282b30; font-family: &#39;Trebuchet MS&#39;, Arial, Helvetica, sans-serif; font-size: 13px;&quot;&gt;&lt;h5 style=&quot;color: #76b900; font-size: 14px; font-weight: bold; margin-bottom: 0px; margin-top: 0px; padding-bottom: 0px; padding-top: 0px; text-shadow: rgb(0, 0, 0) 0px 1px 0px;&quot;&gt;


How Battlefield 3 Performs&lt;/h5&gt;
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In this section, we look at how Battlefield 3 performs from three different perspectives. First, we look at how a wide range of GeForce graphics cards perform in the game. Second, we determine what the optimal playable settings are for the most popular graphics cards based on the four quality presets. Third, we look into how Battlefield 3 scales in SLI.&lt;/div&gt;
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How Different Cards Perform&lt;/h5&gt;
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&lt;a href=&quot;http://www.geforce.com/Active/en_US/shared/images/guides/battlefield-3-beta/bf3-performance-chart.png&quot; style=&quot;color: #76b900; outline-color: initial; outline-style: none; outline-width: initial; text-decoration: underline;&quot; target=&quot;_blank&quot;&gt;&lt;img src=&quot;http://www.geforce.com/Active/en_US/shared/images/guides/battlefield-3-beta/bf3-performance-chart-small.png&quot; style=&quot;border-bottom-style: none; border-color: initial; border-left-style: none; border-right-style: none; border-top-style: none; border-width: initial;&quot; /&gt;&lt;/a&gt;&lt;/div&gt;
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&lt;em&gt;How we tested: We tested on the Metro level using an internal version of the beta that supports timedemos, allowing us to perform repeatable benchmarks.&lt;/em&gt;&lt;/div&gt;
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To keep testing to a manageable level, we picked one resolution and setting that gets us the bulk of the Battlefield 3 look without going overboard. 1920 x 1080 High Quality captured this fairly well. This also enabled us to test a large number of graphics cards to get a better sense of relative performance.&lt;/div&gt;
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The first take away from the chart is that Battlefield 3 is a very scalable game. Higher performing GPUs have plenty of room to stretch their legs. At forty frames per second, the game plays very well and rarely dips below thirty. The first card that satisfies this level is the GeForce GTX 560. The GeForce GTX 570 and 580 progressively perform better. The GeForce GTX 590, based on two Fermi GPUs, take the crown at just over 100 frames per second.&lt;/div&gt;
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It&#39;s interesting to note that those who invested in the flagship GeForce GTX 295 almost three years ago can still play Battlefield 3 at near peak settings, though without the benefit of DirectX 11 features such as tessellation.&lt;/div&gt;
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Optimal Playable Settings For Popular Cards&lt;/h5&gt;
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GeForce.com publishes optimal playing settings for all major games after launch and will certainly do the same for Battlefield 3 when it launches in October. For now, we&#39;ve kept things simple and focused on finding the optimal playable settings for popular GPUs based on the game&#39;s quality presets.&lt;/div&gt;
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To find the optimal playable setting, we toggled resolution and graphics quality until the framerate fell between the 40-60 fps range. We aimed for a minimum framerate of no less than 30 fps.&lt;/div&gt;
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&lt;table cellpadding=&quot;5&quot; cellspacing=&quot;1&quot;&gt;&lt;tbody&gt;
&lt;tr&gt;&lt;th bgcolor=&quot;#14171a&quot; scope=&quot;col&quot; width=&quot;32%&quot;&gt;&lt;span style=&quot;color: #76b900;&quot;&gt;&lt;strong&gt;Graphics Card&lt;/strong&gt;&lt;/span&gt;&lt;/th&gt;&lt;th bgcolor=&quot;#14171a&quot; scope=&quot;col&quot; width=&quot;17%&quot;&gt;&lt;span style=&quot;color: #76b900;&quot;&gt;&lt;strong&gt;Resolution&lt;/strong&gt;&lt;/span&gt;&lt;/th&gt;&lt;th bgcolor=&quot;#14171a&quot; scope=&quot;col&quot; width=&quot;17%&quot;&gt;&lt;span style=&quot;color: #76b900;&quot;&gt;&lt;strong&gt;Graphics Quality&lt;/strong&gt;&lt;/span&gt;&lt;/th&gt;&lt;th bgcolor=&quot;#14171a&quot; scope=&quot;col&quot; width=&quot;17%&quot;&gt;&lt;span style=&quot;color: #76b900;&quot;&gt;&lt;strong&gt;Framerate&lt;/strong&gt;&lt;/span&gt;&lt;/th&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td align=&quot;left&quot; bgcolor=&quot;#14171a&quot;&gt;&lt;span class=&quot;Apple-style-span&quot; style=&quot;background-color: white;&quot;&gt;GeForce 8800/9800 GT&lt;/span&gt;&lt;/td&gt;&lt;td align=&quot;center&quot; bgcolor=&quot;#14171a&quot;&gt;&lt;span class=&quot;Apple-style-span&quot; style=&quot;background-color: white;&quot;&gt;1280 x 1024&lt;/span&gt;&lt;/td&gt;&lt;td align=&quot;center&quot; bgcolor=&quot;#14171a&quot;&gt;&lt;span class=&quot;Apple-style-span&quot; style=&quot;background-color: white;&quot;&gt;Low&lt;/span&gt;&lt;/td&gt;&lt;td align=&quot;center&quot; bgcolor=&quot;#14171a&quot; rowspan=&quot;6&quot;&gt;&lt;span class=&quot;Apple-style-span&quot; style=&quot;background-color: white;&quot;&gt;Average: 40-60 fps&lt;/span&gt;&lt;br /&gt;
&lt;span class=&quot;Apple-style-span&quot; style=&quot;background-color: white;&quot;&gt;Minimum: &amp;gt;30 fps&lt;/span&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td align=&quot;left&quot; bgcolor=&quot;#14171a&quot;&gt;&lt;span class=&quot;Apple-style-span&quot; style=&quot;background-color: white;&quot;&gt;GeForce GTX 260&lt;/span&gt;&lt;/td&gt;&lt;td align=&quot;center&quot; bgcolor=&quot;#14171a&quot;&gt;&lt;span class=&quot;Apple-style-span&quot; style=&quot;background-color: white;&quot;&gt;1680 x 1050&lt;/span&gt;&lt;/td&gt;&lt;td align=&quot;center&quot; bgcolor=&quot;#14171a&quot;&gt;&lt;span class=&quot;Apple-style-span&quot; style=&quot;background-color: white;&quot;&gt;Medium&lt;/span&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td align=&quot;left&quot; bgcolor=&quot;#14171a&quot;&gt;&lt;span class=&quot;Apple-style-span&quot; style=&quot;background-color: white;&quot;&gt;GeForce GTX 460&lt;/span&gt;&lt;/td&gt;&lt;td align=&quot;center&quot; bgcolor=&quot;#14171a&quot;&gt;&lt;span class=&quot;Apple-style-span&quot; style=&quot;background-color: white;&quot;&gt;1680 x 1050&lt;/span&gt;&lt;/td&gt;&lt;td align=&quot;center&quot; bgcolor=&quot;#14171a&quot;&gt;&lt;span class=&quot;Apple-style-span&quot; style=&quot;background-color: white;&quot;&gt;High&lt;/span&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td align=&quot;left&quot; bgcolor=&quot;#14171a&quot;&gt;&lt;span class=&quot;Apple-style-span&quot; style=&quot;background-color: white;&quot;&gt;GeForce GTX 560/570&lt;/span&gt;&lt;/td&gt;&lt;td align=&quot;center&quot; bgcolor=&quot;#14171a&quot;&gt;&lt;span class=&quot;Apple-style-span&quot; style=&quot;background-color: white;&quot;&gt;1920 x 1080&lt;/span&gt;&lt;/td&gt;&lt;td align=&quot;center&quot; bgcolor=&quot;#14171a&quot;&gt;&lt;span class=&quot;Apple-style-span&quot; style=&quot;background-color: white;&quot;&gt;High&lt;/span&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td align=&quot;left&quot; bgcolor=&quot;#14171a&quot;&gt;&lt;span class=&quot;Apple-style-span&quot; style=&quot;background-color: white;&quot;&gt;GeForce GTX 580&lt;/span&gt;&lt;/td&gt;&lt;td align=&quot;center&quot; bgcolor=&quot;#14171a&quot;&gt;&lt;span class=&quot;Apple-style-span&quot; style=&quot;background-color: white;&quot;&gt;1920 x 1080&lt;/span&gt;&lt;/td&gt;&lt;td align=&quot;center&quot; bgcolor=&quot;#14171a&quot;&gt;&lt;span class=&quot;Apple-style-span&quot; style=&quot;background-color: white;&quot;&gt;Ultra&lt;/span&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td align=&quot;left&quot; bgcolor=&quot;#14171a&quot;&gt;&lt;span class=&quot;Apple-style-span&quot; style=&quot;background-color: white;&quot;&gt;GeForce GTX 590/580 SLI&lt;/span&gt;&lt;/td&gt;&lt;td align=&quot;center&quot; bgcolor=&quot;#14171a&quot;&gt;&lt;span class=&quot;Apple-style-span&quot; style=&quot;background-color: white;&quot;&gt;2560 x 1600&lt;/span&gt;&lt;/td&gt;&lt;td align=&quot;center&quot; bgcolor=&quot;#14171a&quot;&gt;&lt;span class=&quot;Apple-style-span&quot; style=&quot;background-color: white;&quot;&gt;Ultra&lt;/span&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/tbody&gt;&lt;/table&gt;
&lt;/div&gt;
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GeForce 8800/9800 GT&lt;/h5&gt;
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We start the performance evaluation with the GeForce 8800/9800 GT—the most popular graphics card according to the&amp;nbsp;&lt;a href=&quot;http://store.steampowered.com/hwsurvey&quot; rel=&quot;nofollow&quot; style=&quot;outline-color: initial; outline-style: none; outline-width: initial; text-decoration: underline;&quot; target=&quot;_blank&quot;&gt;Steam Hardware Survey&lt;/a&gt;&amp;nbsp;and the GPU that is listed in the minimum system requirements of Battlefield 3. True to DICE&#39;s word, the GeForce 8800 GT does indeed play Battlefield 3, though at a humble resolution of 1280 x 1024 and at Low Quality settings. Needless to say, this is not how Battlefield 3 looks in the trailers, but the game does run, as promised.&lt;/div&gt;
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GeForce GTX 260&lt;/h5&gt;
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The GeForce GTX 260 is the fourth most popular graphics card on Steam, used by 4.19% of gamers on the service as of August 2011. Though three years old, the card puts up a respectable performance. You can play the game at 1680 x 1050 at Medium Quality. As noted in the graphics quality section, at Medium, the game looks quite a bit better than Low but doesn&#39;t have the polish of higher quality settings.&lt;/div&gt;
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GeForce GTX 460&lt;/h5&gt;
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The GeForce GTX 460 is the first card that gives you that unique Battlefield 3 &quot;look&quot; while maintaining solid framerates. At 1680 x 1050, the card lets you play at High Quality settings, which gives you most of the graphical bells and whistles, including antialiasing, ambient occlusion, detailed geometry, and detailed textures. The GeForce GTX 460 performs very well at this setting.&lt;/div&gt;
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GeForce GTX 560/560Ti/570&lt;/h5&gt;
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With any of these three graphics cards, you are getting a full Battlefield 3 experience. Simply put, this is 1080p at High Quality at 40 fps or more. With the GTX 570, you can bump individual settings a little higher (for example, Ultra quality Textures or Effects) or you can opt to play at higher framerates on the same preset. If your budget is more limited, the GTX 560 is a perfectly sound option.&lt;/div&gt;
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GeForce GTX 580&lt;/h5&gt;
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&lt;span class=&quot;Apple-style-span&quot; style=&quot;color: #eeeeee;&quot;&gt;F&lt;/span&gt;or those who are lucky enough to own a GeForce GTX 580, expect a near-perfect experience. We&#39;re talking about 1080p at fully maxed out settings (Ultra). You have to hand it over to DICE for their lighting engine; at Ultra quality, the radiosity lighting, soft shadows, and ambient occlusion come together and play off each other to produce scenes so rich and nuanced that they look like they had been art directed. At this quality, the game plays like a trailer.&lt;/div&gt;
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GeForce GTX 580 SLI / GTX 590&lt;/h5&gt;
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With two Fermi GPUs, the game plays at maximum quality but at the expanded resolution of 2560 x 1600. Needless to say, the game is startlingly beautiful. Do not show this to your console friends. They will hate you.&lt;/div&gt;
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SLI Performance&lt;/h5&gt;
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&lt;img src=&quot;http://www.geforce.com/Active/en_US/shared/images/guides/battlefield-3-beta/sli-scaling.png&quot; style=&quot;border-bottom-style: none; border-color: initial; border-left-style: none; border-right-style: none; border-top-style: none; border-width: initial;&quot; /&gt;&lt;/div&gt;
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&lt;span class=&quot;Apple-style-span&quot; style=&quot;color: #eeeeee;&quot;&gt;As&lt;/span&gt; you probably guessed from the performance of the GeForce GTX 590, Battlefield 3 scales exceptionally well in SLI. Scaling refers to the performance benefit that results from adding an additional GPU to the system. On the GeForce GTX 560, Battlefield 3 scaled just shy of 90% with the addition of a second graphics card. Two GeForce GTX 580 GPUs in SLI exceeds over 100 fps at 1920 x 1080 High Quality settings. Both setups can play Battlefield 3 at Ultra Quality without breaking a sweat.&lt;/div&gt;
&lt;/span&gt;&lt;span class=&quot;Apple-style-span&quot; style=&quot;background-color: #282b30; font-family: &#39;Trebuchet MS&#39;, Arial, Helvetica, sans-serif; font-size: 13px;&quot;&gt;&lt;h5 style=&quot;color: #76b900; font-size: 14px; font-weight: bold; margin-bottom: 0px; margin-top: 0px; padding-bottom: 0px; padding-top: 0px; text-shadow: rgb(0, 0, 0) 0px 1px 0px;&quot;&gt;


Upgrade Recommendations&lt;/h5&gt;
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Performance and image quality are very personal preferences and only you know if an upgrade is needed for your PC. That said, if you are looking to upgrade, here are a few basic recommendations.&lt;/div&gt;
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If your budget is under&amp;nbsp;&lt;a href=&quot;http://www.newegg.com/Product/ProductList.aspx?Submit=ENE&amp;amp;N=40000048%20600094002%20600158457&amp;amp;IsNodeId=1&amp;amp;Tpk=gtx%20560&quot; style=&quot;outline-color: initial; outline-style: none; outline-width: initial; text-decoration: underline;&quot; target=&quot;_blank&quot;&gt;$200&lt;/a&gt;, the best upgrade is to a GeForce GTX 560. The GeForce GTX 560 lets you play Battlefield 3 at 1920 x 1080 at High Quality settings which delivers the bulk of the game&#39;s graphics fidelity without being too taxing on the hardware. The GTX 560 is essentially the modern incarnation of the GeForce 8800 GT—it&#39;s fast and affordable. Don&#39;t be surprised if three years for now, it replaces the GeForce 8800 GT as the most popular GPU on Steam.&lt;/div&gt;
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If you want a bit more performance, for&amp;nbsp;&lt;a href=&quot;http://www.amazon.com/s/ref=nb_sb_noss?url=search-alias%3Delectronics&amp;amp;field-keywords=560+ti&amp;amp;x=0&amp;amp;y=0&quot; style=&quot;outline-color: initial; outline-style: none; outline-width: initial; text-decoration: underline;&quot; target=&quot;_blank&quot;&gt;$249&lt;/a&gt;, the GeForce GTX 560 Ti is a solid offering. For a bigger boost in performance, consider the GeForce GTX 570; it gives you an 18% performance boost over the GTX 560 and is available for under&amp;nbsp;&lt;a href=&quot;http://www.newegg.com/Product/ProductList.aspx?Submit=ENE&amp;amp;DEPA=0&amp;amp;Order=BESTMATCH&amp;amp;Description=geforce+gtx+570&amp;amp;x=0&amp;amp;y=0&quot; style=&quot;outline-color: initial; outline-style: none; outline-width: initial; text-decoration: underline;&quot; target=&quot;_blank&quot;&gt;$349&lt;/a&gt;.&lt;/div&gt;
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If you want to play Battlefield 3 with everything maxed out at 1080p, the GeForce GTX 580 is the one to get. You can find it for less than&amp;nbsp;&lt;a href=&quot;http://www.newegg.com/Product/ProductList.aspx?Submit=ENE&amp;amp;DEPA=0&amp;amp;Order=BESTMATCH&amp;amp;Description=geforce+gtx+580&amp;amp;x=0&amp;amp;y=0&quot; style=&quot;outline-color: initial; outline-style: none; outline-width: initial; text-decoration: underline;&quot; target=&quot;_blank&quot;&gt;$499&lt;/a&gt;&amp;nbsp;on Newegg.&lt;/div&gt;
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Finally, those who want simply the best performance and image quality will want to take advantage of&amp;nbsp;&lt;a href=&quot;http://www.geforce.com/Hardware/Technologies/sli&quot; style=&quot;outline-color: initial; outline-style: none; outline-width: initial; text-decoration: underline;&quot;&gt;SLI&lt;/a&gt;. DICE has gone to great lengths to make the game scale well with SLI and the performance results reflect this. If you own a GeForce GTX 460 or higher, adding a second GPU is probably the easiest and most economical way to improve your Battlefield 3 performance.&lt;/div&gt;
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Conclusion&lt;/h5&gt;
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&lt;img src=&quot;http://www.geforce.com/Active/en_US/shared/images/guides/battlefield-3-beta/all-its-glory.png&quot; style=&quot;border-bottom-style: none; border-color: initial; border-left-style: none; border-right-style: none; border-top-style: none; border-width: initial;&quot; /&gt;&lt;/div&gt;
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&lt;span class=&quot;Apple-style-span&quot; style=&quot;color: #eeeeee;&quot;&gt;I&lt;/span&gt;n the history of PC gaming, only a handful of games have had a truly profound impact on 3D graphics. Wolfenstein 3D ignited the genre of the first person shooter. Quake introduced fully polygonal game characters. Unreal pushed the limits of lighting and high resolution textures. FarCry liberated shooters from the constraints of dark corridors and introduced lush, open ended worlds. And finally, Crysis came along in 2007 and put everything together to create a near perfect first-person shooter. Each of these games left a lasting impression on the genre and the games that followed.&lt;/div&gt;
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Since then, many of the same pioneers of 3D graphics have shifted their focus to consoles. But DICE decided to do the opposite. In an&amp;nbsp;&lt;a href=&quot;http://www.geforce.com/News/articles/battlefield3-interview&quot; style=&quot;color: #76b900; outline-color: initial; outline-style: none; outline-width: initial; text-decoration: underline;&quot;&gt;interview with GeForce.com in April&lt;/a&gt;, Patrick Bach, the Executive Producer of Battlefield 3 stated emphatically that the goal of Battlefield 3 was to create the most advanced shooter possible given the power available on modern PCs. Looking at the Beta today, it&#39;s clear that DICE has succeeded at just that.&lt;/div&gt;
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Frostbite 2 is not about this effect or that effect. It&#39;s not a lighting engine nor a destruction engine. It&#39;s all of the above. Like Crysis, it synthesized all the knowledge that had been built up over the years into a single, pristine package. And years from now, when we look back, it will be Battlefield 3 that will be remembered as the game that defined the look for a whole generation.&lt;/div&gt;
&lt;/span&gt;</content><link rel='replies' type='application/atom+xml' href='http://hassan1994.blogspot.com/feeds/3000754934928668444/comments/default' title='Publier les commentaires'/><link rel='replies' type='text/html' href='http://hassan1994.blogspot.com/2011/10/battlefield-3-beta-performance-guide.html#comment-form' title='0 commentaires'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2946573111099627315/posts/default/3000754934928668444'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2946573111099627315/posts/default/3000754934928668444'/><link rel='alternate' type='text/html' href='http://hassan1994.blogspot.com/2011/10/battlefield-3-beta-performance-guide.html' title='Battlefield 3 Beta Performance Guide GeForce Review'/><author><name>Anonymous</name><uri>http://www.blogger.com/profile/07425470599296212922</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2946573111099627315.post-8657084267008427648</id><published>2011-07-06T20:22:00.001+01:00</published><updated>2011-07-06T20:23:45.271+01:00</updated><title type='text'></title><content type='html'>My first post is &amp;gt;Here with my family in bab-elouad is for cheak my new blog with blogger or blogspot s u like ;) :) !)</content><link rel='replies' type='application/atom+xml' href='http://hassan1994.blogspot.com/feeds/8657084267008427648/comments/default' title='Publier les commentaires'/><link rel='replies' type='text/html' href='http://hassan1994.blogspot.com/2011/07/my-first-post-is-with-my-family-in-bab.html#comment-form' title='0 commentaires'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2946573111099627315/posts/default/8657084267008427648'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2946573111099627315/posts/default/8657084267008427648'/><link rel='alternate' type='text/html' href='http://hassan1994.blogspot.com/2011/07/my-first-post-is-with-my-family-in-bab.html' title=''/><author><name>Anonymous</name><uri>http://www.blogger.com/profile/07425470599296212922</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='https://img1.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry></feed>