
BenchmarKing
@BMKing23 • 12,217 subscribers
▶️YouTube Content Creator | 180K Subs. Technical Reviews, Optimization Guides & Graphics Settings Comparisons to help you get the best performance and visuals.
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Bloodborne_pc (by Jgamrot/Supermedo) at 1440p DLAA /Ultra Preset. There are many graphical improvements in this PC Port, but modern anti aliasing and upscaling options, along with the ability to disable that ugly chromatic aberration make a big difference. Bloodborne has never looked this clean.
BenchmarKing47,097 просмотров • 1 день назад

#TheWitcher3Remastered Vs Original. I think the biggest and most obvious visual upgrade is the lighting quality, which has improved significantly. The addition of GTAO and better shading also helps elevate the overall presentation. On the flip side, Global Illumination is currently broken in some areas (Beauclair is a clear example). additionally the gamma is completely off, making some areas look extremely washed out. Disabling Bloom and lowering the gamma helps a bit, but it still doesn't make the image look accurate or consistent with the original version. Overall, just like STALKER 2’s Update 2.0, I expect the visual changes here to be divisive. The original still has its strengths, but the improvements particularly in lighting and shading are substantial.
BenchmarKing345,645 просмотров • 20 дней назад

CD Projekt Red droped a new patch 5.01 for #TheWitcher3Remastered. Took a quick look at it. Bloom intensity is further reduced in some areas, but other, more troublesome spots, like Crookback Bog, didn't show any noticeable difference. There is also a slight change to RT lighting, while Path Tracing has been changed more significantly, as they reduced the blue skylight that stood out in some areas.
BenchmarKing116,698 просмотров • 10 дней назад

After spending quite a bit of time with Gears of War: E-Day, I’ve found that, aside from the usual UE5 traversal and shader compilation stutters, which can’t be avoided. there are other factors behind the poor frame-time consistency that can be mitigated. The game is pretty demanding on system resources, and pushing the CPU close to its maximum FPS limit can result in a messy frame time graph, as shown in the first example. To prevent this, stay GPU-limited as much as possible either by raising the rendering resolution or increasing some of the more demanding settings. Another thing worth trying is disabling Nvidia Reflex. This has become an issue in the majority of games, especially those using Unreal Engine 5. The impact varies depending on the system, so it’s worth turning it off to see if frame time consistency improves.
BenchmarKing23,658 просмотров • 6 дней назад

RTX Mega Geometry On vs Off in Gears of War: E-Day. Visuals, Performance & VRAM usage.
BenchmarKing24,268 просмотров • 8 дней назад

If you're playing Gears of War: E-Day using DLSS Performance or Ultra Performance, make sure to force Preset K. This will help alleviate the aggressive RT noise. There is also a way to force DLSS Ray Reconstruction, but it doesn't help much in this case and only reduces performance. Another way to reduce the noise is to use DLSS Preset K while pushing the RT settings to Ludicrous and using a lower DLSS rendering resolution to offset the performance cost. However, this is only an option if your system can handle it, and there's a chance the performance cost will still be too high if you're doing this for both Shadows and Reflections.
BenchmarKing25,441 просмотров • 9 дней назад

Raster vs Ray Tracing vs Path Tracing in #TheWitcher3Remastered Path Tracing is inconsistent in terms of visuals. Sometimes it looks stunning and much better than Ray Tracing, while other times it looks worse or simply looks different. Ray Tracing, on the other hand, is transformative compared to the game’s raster lighting especially RTGI. It adds a lot to the visuals and makes the colors and objects pop much more. On the performance side, Ray Tracing is extremely demanding, especially on the CPU side, so enabling all RT effects isn’t a good idea unless you have the hardware to back it up. If you want decent performance with RT, enable RTGI on Performance and make sure to add RTAO, as it’s required. GTAO doesn’t work well with RTGI and can lead to noticeable visual artifacts. Finally, I recommend disabling DLSS RR. It’s heavier, and visually it doesn’t affect RTGI, while its impact on RTAO isn’t that noticeable.
BenchmarKing43,181 просмотров • 19 дней назад

Path Traced Hair on the 4070 Super. Guess this was a bad idea 💀 This feature is exclusive to the 50 series because those cards have dedicated hardware in the RT cores for accelerating Linear Swept Spheres (LSS), the primitive used to ray trace hair strands. The mod unlocks a hidden software path left in the game (DOTS triangle fallback), which makes Path Traced Hair much heavier on older GPUs. Even visually, it does not seem as accurate as the real thing, judging by some footage and videos I have seen of Path Traced Hair. #TheWitcher3Remastered
BenchmarKing30,323 просмотров • 13 дней назад

It looks like #HaloCampaignEvolved relies exclusively on Hardware Lumen for its Global Illumination and Reflections, with no Software Lumen fallback. I did a quick test on the 3060 Ti by disabling the “Raytracing (DXR)” flag in NVIDIA Profile Inspector, which basically disables the GPU's ray tracing support. This gives a significant performance boost, but it completely disables the game’s Lumen GI and Reflections. So even though the game uses Hardware Lumen, it can still run on non-RT GPUs, albeit with substantially degraded visuals.
BenchmarKing150,643 просмотров • 2 месяцев назад

One of the most impressive and often overlooked visual highlights of #PRAGMATA is its hair rendering. While the RE4 Remake featured strand based hair, PRAGMATA's implementation looks significantly better and doesn’t come with a large performance hit, around 10–12% cost.
BenchmarKing318,156 просмотров • 10 месяцев назад

So far, I’ve been enjoying my time with The Blood of #Dawnwalker. The story is interesting and the game does a solid job of building its world, but technically it’s rough. Visually, it looks decent, but it’s not pushing any boundaries, and despite this, it’s one of the heaviest UE5 games I’ve tested, and things get significantly worse when using the Ultra preset. So the first two settings I’d keep an eye on are Shadow Quality, which affects how far shadows animate (at least for sun shadows). And Effects Quality. this one adjusts the quality of some special effects but it's visual impact is more noticeable on vegetation, as it controls how they animate and how far these animations are visible. Dropping those two should give a significant performance boost. If that’s still not enough, move on to Light Quality and Reflections Quality.
BenchmarKing54,591 просмотров • 1 месяц назад

If you're using an Nvidia GPU, have you recently start noticing high system RAM usage across all Unreal Engine 5 games ? While testing the launch version of Stalker 2, I saw extremely high RAM usage and the only things running are the game + Discord. I first noticed this a while ago and assumed it only affected newer UE5 titles (like Gears of War: E-Day and the Halo CE). It turns out it also affects older UE5 games. Now I'm wondering if it's just my system or if more people are seeing this. If so, it could potentially be related to a recent Nvidia driver, a Windows update, or something else. Would love to investigate this further but unfortunately I don’t have the time with all the games coming out.
BenchmarKing69,940 просмотров • 1 месяц назад

If the overly sharp image is bothering you in The Blood of #Dawnwalker, you can adjust the sharpness using the Engine.ini file: 1-Press Windows + R, type %localappdata%, and click OK. 2-Navigate to: Dawnwalker\Saved\Config\Windows 3-Create a new text file named Engine, then change its extension from .txt to .ini. 4-Open the file and add the following lines: [SystemSettings] r.Tonemapper.Sharpen=x Replace x with the sharpness value you want, then save the file. 5-Right click Engine.ini, go to Properties, and enable Read-only to prevent the game from deleting the file.
BenchmarKing53,174 просмотров • 1 месяц назад

Global Illumination in Gears of War: E-Day. This is one of the heaviest settings in the game in terms of both performance and VRAM usage. Ultra and Ludicrous help reduce the boiling artifacts, but that comes at a pretty hefty cost especially with Ludicrous.
BenchmarKing11,510 просмотров • 7 дней назад

Ray Tracing vs Path Tracing in #PRAGMATA . Path Tracing looks stunning, no doubt, but do we really need it for basic effects like casting a shadow or adding shading beneath the car? Or to properly shade characters’ faces? I think the answer is a clear NO.
BenchmarKing176,159 просмотров • 6 месяцев назад

If you're playing #Onimusha Way of The Sword and have some performance and VRAM to spare, I highly recommend using the Graphics Enhancement Mod and enabling RTGI. While the effect isn't perfect and can make some spots and areas look dark and noisy, it looks much better 98% of the time. As for the noise, it can be reduced by using the RT Max preset or RT High + Max Resolution to save some performance. This mod is useful even without ray tracing, as it can enhance many visual aspects, like adding full resolution SSR at a small performance cost.
BenchmarKing36,693 просмотров • 1 месяц назад