Performance was measured using FRAPS and analyzed with a spreadsheet. The rest of the game's graphics settings were configured to their maximum value, with resolution locked to 1920x1080 (to reduce unrelated load, though 4K was also tested separately), AA disabled, HairWorks disabled, and SSAO enabled. Using the same test methodology as deployed in our Witcher 3 benchmark – we won't retype all of that here – we tested the Witcher 3 performance using various texture settings. The Witcher 3 Texture Quality FPS Benchmark This value might increase in certain areas of the game, but that's what it was for the starting village. Still, after subtracting for Windows and background processes (system and logging utilities), we never saw the Witcher 3 exceed ~1800MB of VRAM. Medium to High starts to create a more noticeable impact, which jumps from a total of ~68MB consumed to ~268MB consumed (~+200MB). The processing impact will be looked at separately. Moving from Low to Medium creates a ~68-73MB increase in VRAM consumption, which is still effectively unnoticeable insofar as memory used. Over a span of five tests conducted for parity, we saw a 3MB-5MB VRAM value gain by switching to Ultra textures from High. The VRAM consumption difference at the high-end is unnoticeable to the user. “Low” is used as our baseline (0MB consumed), with the other settings presented as deltas over low. Note that VRAM consumption for texture quality at 1080 and 4K is the same, so the value does not scale with resolution (as other values will – like AA). To best demonstrate VRAM consumption, we built a delta value chart over the “low” setting as a baseline (0). The Witcher 3 Texture Quality VRAM Consumption The nominal high/ultra disparity is backed-up by our benchmarks, which reflect the near-zero increase in quality. The difference is mostly inconsequential between “High” and “Ultra,” but the medium and low resolution textures present a sharp decline in visual fidelity. The Witcher 3 Texture Resolution Screenshots & ComparisonĬlick to enlarge. They're much larger images and will require longer to load. Clicking on each image will bring up its native resolution in a new tab no scaling occurred in the saving of these images. There is no scaling involved in this process.īecause file sizes were still an issue, we then scaled the finalized document into an 1100-width image, embedded below. In order to mitigate the impact of each issue, we used a selection marquee of 546x330, selected a detailed portion of the 4K image, and then pasted it into the documents shown below. We face two issues with presentation of screenshots as data: They're massive, consuming large amounts of server bandwidth and greatly hindering page load time, and they're comparative, so we've got to find a way to show three shots at once. Once here, we stood on designated “landmarks” and took the screenshots. We traveled to preselected locations and paused the game. Screen resolution was set to 4K for the screenshots, but benchmarks were taken at 1080p and 4K (only reporting on 1080). All graphics settings were configured to their maximum value on the “graphics” tab with the exception of anti-aliasing (disabled), HairWorks (disabled), and AO (SSAO). The Titan X was put to use for benchmarking.įor purposes of this graphics comparison, we took easily replicable steps on each texture resolution setting to ensure accuracy of results. We used similar methodology to our GTA V texture comparison article. This is the entire collection of graphics settings within the Witcher. The below screenshots are sourced from our Witcher video card benchmark. Witcher 3 benchmark course – max graphics at 4K.
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