Thursday, October 15th 2020
Assassin's Creed Valhalla System Requirements Outed
Ubisoft has revealed the system requirements for the next installment in the long-running Assassin's Creed series. The next installment will take on a chillier stance compared to the previous Egypt and Mediterranean settings via its Norse ambiance. The game is also a cross-gen release, being available on both current-gen consoles (PS4/Xbox One and variants) as well as on the PS5 and Xbox Series S/X - it should hopefully see a more recognizable graphics and systems improvement than the current-gen only Assassin's Creed installments. The PC version requires DX12 to operate, and features a built-in benchmark as well as an uncapped framerate.
Requirements-wise, we're looking at five different performance presets from Ubisoft; 1080p Low, 1080p High, 1080p High @ 60 FPS, Enthusiast (1440p @ 60 FPS with Very High Settings), and Ultra (4K @ 30 FPS with Ultra High settings). NVIDIA's Ampere 30-series cards are absent from these requirements - all you'll need for 4K Ultra is an RTX 2080 graphics card or equivalent (and thus, only an 8 GB VRAM buffer is necessary). Therefore, a 4K 60 FPS presentation should be attainable with current-gen NVIDIA enthusiast products. Look to the image below for the full rundown on graphics settings and requirements.
Requirements-wise, we're looking at five different performance presets from Ubisoft; 1080p Low, 1080p High, 1080p High @ 60 FPS, Enthusiast (1440p @ 60 FPS with Very High Settings), and Ultra (4K @ 30 FPS with Ultra High settings). NVIDIA's Ampere 30-series cards are absent from these requirements - all you'll need for 4K Ultra is an RTX 2080 graphics card or equivalent (and thus, only an 8 GB VRAM buffer is necessary). Therefore, a 4K 60 FPS presentation should be attainable with current-gen NVIDIA enthusiast products. Look to the image below for the full rundown on graphics settings and requirements.
12 Comments on Assassin's Creed Valhalla System Requirements Outed
gamerant.com/assassins-creed-unity-resolution-frame-rate-ubisoft-reponse/
www.gamespot.com/forums/pc-mac-linux-society-1000004/ubisoft-engineer-says-m-sony-pressuring-them-30fps-31619891/
Guillemot's race to the bottom, and how it fails miserably every time. He tried the same with PC gaming as a whole
www.forbes.com/sites/davidthier/2012/08/22/ubisoft-ceo-yves-guillemot-pc-gaming-piracy-levels-up-at-95/#51206a501f0c
Good comedy. Now they're just content with open world stutterfest, and apparently we are too.
Looking foward to it - Not.
and probably refund Cyberpunk for the same reason.
One one side, there are many here that play always with a frame rate counter and that screw up the results.
But some games run smooth enough with 40-60 fps on a adaptive sync monitor where some other game struggle even over 70 fps and require huge fps to feel smooth.
it all depend on how good the engine is and what is the bottleneck. I find that GPU bottleneck feel smoother than CPU bottleneck. Maybe because game that are CPU bottleneck these days are games that aren't heavily multithreaded.
30 fps still low but i played AS Odyssey in the 45-60 fps range and with was smooth enough on a adaptive sync monitor. But indeed, this isn't something i would say about some other games. By example No Mans sky at even more than 80 fps per second do not feel smooth at all.
The frame rate stability is probably more important than the actual fps itself to measure smoothness. (up to a certain point). If you have frame that take almost all the time 20 ms or vary by few ms (like 18-22 ms), that will feel smooth enough. If the frame rate vary a lot (from 8 to 22 ms), you will start to feel it way more even if the minimum fps is about the same but the average is much higher.
Also this is a single player game, not an online competitive game where higher fps really matter just for latency purpose.
Actually excited to see the introduction of directx 12_0 as native. Hope it gives a better management of cpu that we got from Origins/Odyssey.