That's much more of a difference than I thought. Really highlights it in that video.
Some of those comments are pretty stupid (on Metacritic). It really does annoy the hell out of me when some PC gamers whack everything up to maximum on their mid range graphics cards and then whine about performance.
I do know that some metacritic reviewers/voters are plain old trolls, but I believe there's a good bunch of critics who are just comparing the performance with games with better looks within the genre (GTA IV, Sleeping Dogs), making it a legit complaint.
Then there's also AMD users who are aware of the Gameworks' scheme.
to be fair,
watch dogs have crazy needs of VRAM. and those with high-end PC automatically got crazy stutter because they think their VRAM is enough.
The PC CPU demands are bizarre. I wonder why this sort of thing happens. The game runs on some very weak CPUs in the consoles.
1920x1080 with temporal SMAA. High textures. Medium LOD, medium shadows, medium reflections, MHBAO, disabled DOF, disabled motion blur, High shaders, High Water. Vsync 1 and 3 GPU buffers. This runs quite nicely.What resolution and AA are you running at? Do the stutters go away if you put LOD back to high but drop resolution to 900p and AA to post processing?
API overhead pure and simple. We've already been warned by developers (some on this board) that draw calls were going to become a serious problem for PC's this generation and that's exacly what we're seeing. Luckly Mantle and DX12 are here to save the day but we're going to have to tough it out until they hit mainstream at the end of next year.
Regarding the memory requirements, it seems High is as good as it gets for 3GB cards but even then resolution and AA needs to be kept reasonable.
What resolution and AA are you running at? Do the stutters go away if you put LOD back to high but drop resolution to 900p and AA to post processing?