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Story Trailer, System Requirements for From Software's Sekiro: Shadows Die Twice Outed

Raevenlord

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From Software's Dark Souls series has become one of the hallmarks of gaming in recent years, spawning multiple formula-copying titles with their own takes and settings. However, it has become clear that no one developer has mastered From Software's mix of cruel difficulty. I'd say From Software has mastered an almost alchemically concocted technical prowess in animation mechanics and timing, mixed with pattern recognition, attention to detail, reflexes, and the cherry on top, immediate, repeatable gratification on finally overcoming that damn Ornstein and Smough pair.

The latest story trailer showcases Japan's Sengoku period in the 1500's, a period drenched in conflict and the blood of samurai, with Owl taking on an apprentice from the remains of a battle. As with almost every samurai tale, Sekiro: Shadows Die Twice will be making use of a plot centered around recovering one's honor. According to From Software, you'll be able to use "deadly prosthetic tools and powerful ninja abilities while you blend stealth, vertical traversal, and visceral head-to-head combat". I'm already fully aware that the title is misleading: you'll die more than twice by the time the credits roll. You can start counting your deaths and victories come March 22nd, when the game is released for all platforms (via Steam on PC).




The system requirements in and off themselves aren't that hard on your hardware (eh), with an Intel i5 2500K or an AMD Ryzen 5 1600 paired with 8 GB of RAM and an NVIDIA GeForce GTX 970 or an AMD RX 570 being hailed as the recommended specs battle winners.

MINIMUM:
  • OS: Windows 7 64-bit | Windows 8 64-bit | Windows 10 64-bit
  • Processor: Intel Core i3-2100 | AMD FX-6300
  • Memory: 4 GB RAM
  • Graphics: NVIDIA GeForce GTX 760 | AMD Radeon HD 7950
  • DirectX: Version 11
  • Network: Broadband Internet connection
  • Storage: 25 GB available space
  • Sound Card: DirectX 11 Compatible

RECOMMENDED:
  • OS: Windows 7 64-bit | Windows 8 64-bit | Windows 10 64-bit
  • Processor: Intel Core i5-2500K | AMD Ryzen 5 1400
  • Memory: 8 GB RAM
  • Graphics: NVIDIA GeForce GTX 970 | AMD Radeon RX 570
  • DirectX: Version 11
  • Network: Broadband Internet connection
  • Storage: 25 GB available space
  • Sound Card: DirectX 11 Compatible

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Space Lynx

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looks like a great game, nice to see the specs requirement is reasonable to. my gtx 1070 should max out and give me 90 fps. might have to lower shadows or something.
 
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looks like a great game, nice to see the specs requirement is reasonable to. my gtx 1070 should max out and give me 90 fps. might have to lower shadows or something.

Ok? bit of a pretty random guess there but sure....
 
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Is it available on anything other than Steam? Or is this a PC Steam exclusive?
 

Space Lynx

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Ok? bit of a pretty random guess there but sure....

how is it random? they just said a gtx 970 is recommended for 60 fps at 1080p. thats what recommended specs are. my 1070 beats the crap out of a 970... so i prob will hit closer to 100 fps... seems pretty obvious to me
 
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how is it random? they just said a gtx 970 is recommended for 60 fps at 1080p. thats what recommended specs are. my 1070 beats the crap out of a 970... so i prob will hit closer to 100 fps... seems pretty obvious to me
Is there some standard frames per second they are supposed to give you for recommended settings? Serious question, not mocking or anything. I've always assumed the worst when they give requirements... For instance, Witcher 3 recommends a GTX 770.... I'll have to google a benchmark on that, lol.
 

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"Released"
 
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Is there some standard frames per second they are supposed to give you for recommended settings? Serious question, not mocking or anything. I've always assumed the worst when they give requirements... For instance, Witcher 3 recommends a GTX 770.... I'll have to google a benchmark on that, lol.
At mid-high settings GTX 770 will get you to 45-50 fps for 1080p. Perfectly playable.

I believe requirements have always been given in similar way.
Minimum is for very basic graphics or resolution below mainstream. Suggested minimum for Witcher 3 is GTX660. It should be OK for low 1080p or mid 720p.
Recommended is usually enough for mainstream resolution (today still 1080p) and middle settings.
 
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At mid-high settings GTX 770 will get you to 45-50 fps for 1080p. Perfectly playable.

I believe requirements have always been given in similar way.
Minimum is for very basic graphics or resolution below mainstream. Suggested minimum for Witcher 3 is GTX660. It should be OK for low 1080p or mid 720p.
Recommended is usually enough for mainstream resolution (today still 1080p) and middle settings.
They should specify what resolution and settings they 'recommend' though. It would be a nice gesture.

It is an amazingly small game though, at 25GB... I never thought I'd say such a thing. :laugh:
 

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But... shadows are not alive so how can they die once let alone twice? :rolleyes:
 
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how is it random? they just said a gtx 970 is recommended for 60 fps at 1080p. thats what recommended specs are. my 1070 beats the crap out of a 970... so i prob will hit closer to 100 fps... seems pretty obvious to me
The thing is if this is on the same engine as DS3, that game is capped at 60FPS.
So it really doesnt matter what you have after you reach that.
 
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how is it random? they just said a gtx 970 is recommended for 60 fps at 1080p. thats what recommended specs are. my 1070 beats the crap out of a 970... so i prob will hit closer to 100 fps... seems pretty obvious to me

There are just so many variables you just casually ignore with such a statement, you have no clue how the engine will react or if running shadows on higher or lower settings impact anything.
Heck often shadows are CPU bound soooo yeah.
Its just so baseless, yeah we can broadly claim a GTX1070 will do better then a GTX970 but that is just about it at this point.
 
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They should specify what resolution and settings they 'recommend' though. It would be a nice gesture.

It is an amazingly small game though, at 25GB... I never thought I'd say such a thing. :laugh:
I don't think that's possible.
The minute they say a game can be played at 1440p, someone - most likely surrounded by American lawyers - will show up with evidence that he could only manage 22 fps and wants millions of dollars. The box didn't say he can't run 40 chrome tabs in the background.
It's better this way.
 
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I don't think that's possible.
The minute they say a game can be played at 1440p, someone - most likely surrounded by American lawyers - will show up with evidence that he could only manage 22 fps and wants millions of dollars. The box didn't say he can't run 40 chrome tabs in the background.
It's better this way.
Yeah, I suppose, lol....
 
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I don't think that's possible.
The minute they say a game can be played at 1440p, someone - most likely surrounded by American lawyers - will show up with evidence that he could only manage 22 fps and wants millions of dollars. The box didn't say he can't run 40 chrome tabs in the background.
It's better this way.

yeah because that would hold up in court.....
They usually do recommend settings for a specific resolution range sooo yeah.
 
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yeah because that would hold up in court.....
They usually do recommend settings for a specific resolution range sooo yeah.
I'm not sure if you're aware of how cases like this work in USA.
Do you know, for example, why all cups of coffee at McDonald's have a huge warning that coffee is served hot? :) And, sadly, it spread to other large food/coffee chains as well. :/
 
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Heck often shadows are CPU bound soooo yeah.

Realtime shadows are really heavy, GPU heavy. Shadowmaps are often rendered just for main directional light or use heavy caching to avoid rendering every frame for static geometry. Cryengine for instance caches shadow cascades, as well as other shadowmaps, UE4 caches point and spotlight shadows, while offering the option to use baked lighting and blend baked and dynamic shadows for movable objects using stationary lights. You can have tens and hundreds of lights using deferred rendering, but you can forget casting so many shadows from them in general cases, and it's not even about having long distance shadows at this point. Of course there are many scenarios including scene geometry complexity, occlusion, etc, but shadows are not CPU bound and are very heavy compared to other things.
 

bug

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Which DRM scheme is bundled with this one?
 
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