Middle Earth: Shadow of War Benched at Greater Than 8K

Middle Earth: Shadow of War Benched at Greater Than 8K

7 years ago
Anonymous $uquhsGEL_U

http://wccftech.com/middle-earth-shadow-of-war-benched-at-greater-than-8k/

We’ve already completed our PC Performance review of Middle Earth: Shadow of War but we wanted to take things a step further.  Shadow of War has a handy resolution scale system built in making it easy to scale the game up or down.  It allows for all the way up to 8192×4608 which is past the point of desktop 8K (7680×4320).  So of course we have to test it out, right?  Easy enough since we still had everything on the test system ready to go from the performance review.

Greater than 8K is a ridiculously high resolution so we honestly don’t expect much out of either the RX Vega 64 or the GTX 1080 that we’ll be testing today, but it does give us a chance to play about with the High Bandwidth Cache Controller. Running the game at the High Preset and using the built in benchmark to get our results made things a bit easier with the low framerate we knew we’d be dealing with.

Middle Earth: Shadow of War Benched at Greater Than 8K

Oct 15, 2017, 2:13pm UTC
http://wccftech.com/middle-earth-shadow-of-war-benched-at-greater-than-8k/ >We’ve already completed our PC Performance review of Middle Earth: Shadow of War but we wanted to take things a step further.  Shadow of War has a handy resolution scale system built in making it easy to scale the game up or down.  It allows for all the way up to 8192×4608 which is past the point of desktop 8K (7680×4320).  So of course we have to test it out, right?  Easy enough since we still had everything on the test system ready to go from the performance review. >Greater than 8K is a ridiculously high resolution so we honestly don’t expect much out of either the RX Vega 64 or the GTX 1080 that we’ll be testing today, but it does give us a chance to play about with the High Bandwidth Cache Controller. Running the game at the High Preset and using the built in benchmark to get our results made things a bit easier with the low framerate we knew we’d be dealing with.