![]() Frame Pacing / FrametimeĪbove a the frame-time results plot of the test run 2560x1440 (WQHD) performed with a GeForce GTX 1070 in 2560x1440 (WQHD). The plot is based on the first 31 seconds measured in the benchmark. The cards are nice and close and cuddly to achother. Hence the R9 Fury we use is the STRIX from ASUS, as it has a proper DVI output connector. So at 50% you could consider to be the average frame-rate. Only board partner cards release DVI enabled products. I often get asked the question why we do not include the faster Fury X here, well FCAT is dependant of a DVI monitor output, and AMD is not implementing them any more on their reference products. We use the Geforce GTX 1070 and the Radeon R9 Fury. Bear in mind that Average FPS often matters more than frametime measurements.Ībove an FCAT plot of latency relative to FPS in percentiles. Below I'd like to run through a couple of titles with you. What these measurements show are anomalies like small glitches and stutters that you can sometimes (and please do read that well, sometimes) see on screen. Higher latency can indicate a slow framerate, and weird latency spikes indicate a stutter, jitter, twitches basically anomalies that are visible on your monitor. Frametime - Basically the time it takes to render one frame can be monitored and tagged with a number, this is latency. But I sincerely doubt it'll be the last.We have a detailed article ( read here) on the new FCAT methodology used, and it also explains why we do not use FRAPS anymore. Mankind Divided is a messy and ultimate broken step in that direction. And with those changes, there are going to be teams who want to use their platforms to tell authentically complex stories, to create games that aren't afraid to believe things. In an increasingly broad and complex marketplace, they're going to have to. It's a metonym for big-budget gaming as a whole. I truly believe that Deus Ex: Mankind Divided wants to be a political tentpole videogame. It dooms itself to becoming a brainless action story with little thematic resolution, exactly the thing it seems to be reacting against at first. The stakes get higher, the labyrinths of sneaking or shooting get more complicated, but the narrative loses its coherence in the process. In the end, its attempt at telling a meaningful political fable can't fit in alongside Mankind Divided's slavish devotion to the standard arc of the tentpole action game. Deus Ex: Mankind Divided can't hold on to its outrage at the same time as it leads you up its upgrade tree. ![]() And as the game dips deeper into that vision, as the political thriller plot at its center moves forward faster and faster, the nuance of its political setting gets left behind. You, somehow, are outside the systems and power structures of the world. While pointing out the terror of armed intervention, it insists that you can intervene better, that you can make the choices that no one else can make. Here's the problem: Jensen is a superhero cop in a story that suggests that good cops might not exist. It never connects back to anything the game might be trying to say. Shoot or sneak, hack or climb up the side of the building, whatever you please, but it doesn't really matter. There are choices here, too, but they lack weight. ![]() This is where you're escorted away from the squalor and into a sprawling enemy fortress, into a freeform espionage simulator. But then the larger plot kicks back into gear, the one where Jensen is in Golem City to track down a hint about a terrorist plot.
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