The crowd can also be turned off completely, it is curious however how the crowd itself is randomized each time a new race is started. The difference from High to Ultra however is pretty minor, the only obvious change being the improved lighting while the LODs will start loading a whole lot more aggresively at lower settings. The differences might be harder to spot during usual gameplay, High and Ultra look pretty similar while Low and Medium particles will appear as being slightly less well-defined, the particles themselves having a cheaper look.Īt lower settings members of the crowd in the distance will appear to be rendered as 2D figures while on Ultra the LOD isn't really used anymore, the crowd being fully rendered at all times using the highest quality settings and details. The fog helps the skybox blend in better with the rest of the ambient which may also be used in order to mask some of the less detailed areas. On Ultra the shadows are slightly blurred out looking more realistic while on High shadows have a slightly fuzzier and simpler look which is not the case at the maximum setting. The differences between Ultra Low and Ultra are clearly pretty large, on the other hand Ultra and High are much more similar. The difference between reflections is far more noticeable while actually driving, Ultra reflections being slightly less exaggerated than reflections on High although they are slightly more demanding framerate wise, some surfaces or objects may also cast reflections in a slightly differently way, Low and Medium still look pretty similar to High otherwise. This setting also mainly affects how other cars will look on the track, the player model itself only suffering from a very slight lighting change at higher values, although the player's own model is still going to be rendered at a value beyond Ultra Low but again the differences are very subtle and on more higher end systems what this value is set at doesn't exactly matter. The most obvious change at lower settings is the fact that the game will stop rendering the player models for other drivers which are located in the cockpit. The grass also appears to dynamically move. This setting mainly affects the outer parts of the racing track, where dirt and such may be found which adds some extra details such as foliage, the main difference between Ultra and High is the quantity of grass being rendered at the same time. The Ultra settings are far more useful for players who love to take high resolution pictures in order to get the most out of their picture quality, but from a gameplay standpoint most values can easily be set to High without any huge loss of details.Ī pretty cool effect, although it is only applied to the car's headlights during night tracks instead of actually affecting the ambient lighting of the level itself. Setting everything to the max might seem pointless, seeing as some options behave rather inconsistently, only affecting a few select entities instead of the game as a whole, which the player might not usually pay attention to. However Ultra and High do not appear to differ as much, the differences between each preset being rather more subtle at the maximum settings. The differences between Ultra Low and Ultra are pretty extreme and instantly noticeable. Having to deal with such a vast amount of options can get slightly confusing and tedious, meaning that some tooltips explaining very briefly what each setting changes could've been pretty useful, seeing as some of the options did not clearly display any obvious new changes when turned on. The most notable option being the native multi-monitor support, otherwise nothing else really stands out, other than the local split screen mode which is something very rarely found in a PC game but that's unrelated to the video options. GRID Autosport features a surprisingly vast array of video options, the choice being rather staggering. Testing was performed on a system with an Intel Core 2 Quad Q9400 CPU with 4 GBs of RAM and an Nvidia Geforce GTX 650 Ti running at a resolution of 2048x1152. GPU: Intel HD5200 or AMD HD7000 Series or NVIDIA GTX600 Series minimum 1 GB RAMĪlthough the system requirements might look rather concerning for some, GRID Autosport isn't exactly a very demanding game by itself, and it does manage to have it's moments where it looks very nice, but otherwise the art style on some of the tracks slightly ruins this impression which is a shame seeing as some tracks are downright beautiful while others do look rather bland in comparison.GPU: Intel HD3000 or AMD HD2000 Series or NVIDIA Geforce 8000 Series Series.CPU: Intel Core 2 Duo 2.4Ghz or AMD Athlon X2 5400+.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |