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As well as NookSlaveSimulator, I just restarted a play through of Skyrim. While I'm still a bit of a sneaky archer, mostly I'm hitting people in the face with my sword. So that's progress!
Not sure your parole officer would agree with you...As well as NookSlaveSimulator, I just restarted a play through of Skyrim. While I'm still a bit of a sneaky archer, mostly I'm hitting people in the face with my sword. So that's progress!
I played about 2 games of it in the witcher 3 and then gave up, I dont really get itI'm awful at Gwent.
I played about 2 games of it in the witcher 3 and then gave up, I dont really get it
I still haven't tried that feature. I keep thinking changing resolutions will make a big blink in the gameplay, it just adds fuzzy for a bit?Doom Eternal has a feature that adjusts the rendering resolution to maintain framerate. My GTX970 was literally never dropping below 60fps which I thought was cool, then I noticed the game just gets blurrier instead of dropping frames. This is very cool.
Yea it literally just makes the game blurrier. The UI and stuff stays at native res. It works really well. I mean like really well. Why more games don't do this?I still haven't tried that feature. I keep thinking changing resolutions will make a big blink in the gameplay, it just adds fuzzy for a bit?
Thanks, gonna try playing with it a little now. My RX580 is pretty good at everything 1920x1080, but some games have slow spots. Another trick to add to the gaming arsenal, appreciate it.
Yea it literally just makes the game blurrier. The UI and stuff stays at native res. It works really well. I mean like really well. Why more games don't do this?
Funny thing is, this only seems to kick in at slow/transition areas when I'm fucking around looking at the scenery. In actual fights the game seems to never drop below 1080p60. A testament to id's optimization and level design imo.
VRR is the lazy way out. Variable resolution is superior in almost every way from a gameplay perspective, IMO, but it requires work on the developer's part to make it responsive enough that it provides a stable framerate.