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Guardians of the Galaxy im Test: Mit Raytracing eines der schönsten PC-Spiele

Marvel’s Guardians of the Galaxy in Technique-Test

Marvel’s Guardians of the Galaxy is not currently in the cinema, but the popular hero troop as a game makes the universe insecure again. The computer base tests the PC version. The focus was on definitions and ray tracing for many graphics cards, which are very consistently used in superhero adventure.

In cinema, Marvel’s Guardians of the Galaxy is currently taking a break, and on PC, however, the sympathetic hero troop continues to fight for the freedom of the universe. Square Enix has great plans for the game of the same name, especially when you consider that Marvel’s Avengers have received critical acclaim. Unlike the colorful mixed superhero troupe, Guardians of the Galaxy does not use multiplayer because this method focuses on a single player experience, including a story.

The graphics set standards, but there are weaknesses

Both games have the same publisher. However, it is quite surprising that they come up with a different technique. Although the Avengers use the foundation engine already used in the Tomb Rider components, it is based on the Guardians of the Galaxy Dawn engine. Background Different Studios: Created by Marvel Avengers Crystal Dynamics, thus the Tomb Rider trilogy (trial), Guardians of the Galaxy studio, on the other hand, recently by Deus X: Midnight by Eidos Montreal. Separated (tested) using Dawn machine. So both companies rely on technology they are familiar with.

Eidos Montreal has further developed the engine compared to the last application, as you can see from the title. Guardians (GotG) of the galaxy, known only to DirectX 12, has become a good game to score with diverse and colorful worlds, detailed surfaces and chic animations. With regard to ray tracing and high resolution (at least WQHD, rather high), there is currently no topic that can continue this look. Without rays or only in full HD, GotG loses its graphic splendor.

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The nickname resistance is weak

While the overall impression is very good, Guardians of the Galaxy has to fight some weaknesses. The anti-alias, for example, is not exactly from the strong side. Despite the temporary component of TAA, some objects glow happily even at high resolutions. In addition, despite the elaborate configurations, the game does not look razor-sharp. When the camera changes direction quickly, it does not help the occasional texture to appear in the image. With so many cut scenes, this is very annoying in some places. Last but not least, the LOD works so aggressively that the changes between the details of the different positions are easily visible. But in the end, none of that can destroy the very best overall feeling.

The full “RTX On” program is available on the system

Guardians of the Galaxy are advertised through consoles and computer ray tracing, whereby radiation technology is used exclusively for reflections. Ray tracing is only available on the computer from the beginning, the consoles will then be followed via patch.

Since the PC version was developed in conjunction with Nvidia, DLSS, which is only available on GeForce RTX, created it in gaming, which provides a better gaming experience – i.e. higher FPS – especially with regard to ray tracing. ComputerBase deals with both techniques in detail in the next few pages.

Guardians of the Galaxy uses an upstream launcher on the computer that appears before the actual game starts. Some graphics options may already be set there, but the full range is only available in Cam. This is annoying, the launcher is small, but offers extra details for some options – which makes no sense.

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There is no ray tracing in the presets

The Guardians of the Galaxy “Low”, “Medium”, “High”, “Very High” and “Ultra” offer five different presets, thereby compiling the maximum graphic details except for the “Ultra” ray tracing. Ray tracing is not included in the presets. In-game upscaling allows rendering to reduce resolution up to 50 percent. This can be set in 1 percent of the steps in the launcher, but only in 5 percent of the steps in the graphics menu.

Graphics sharpening is also possible with AMD’s FidelityFX CAS. In this case, too, the level of sharpness in the launcher can be configured more accurately than the menu (a value of 20 percent is recommended).

In addition to Ray Tracing with two different options, the DLSS is also available with its own Sharpness Filter and has a dynamic resolution that delivers target frame rates of 30 FPS, 60 FPS, 90 FPS and 120 FPS. The function is currently not doing anything, apparently there is still an error.

The limit without VSync is 144 FPS

The 1-FPS steps also have a configurable FPS range of 30 to 144 FPS. However, there is no way to turn it off directly, which should not be the case these days.

However, if VSync is enabled, the limiter will be disabled in this game as well. If you have a monitor with an upgrade rate above 144 Hz, you can activate over 144 FPS this way. However, it cannot be ruled out that some errors occur.

In addition, the PC version offers its own scale, which displays different fly-by rows. This is not realistic. Sample screenshots for personal graphic options are included.

10 GB VRAM is sufficient for UHD with full details and RT

When it comes to memory consumption, Marvel’s Guardians of the Galaxy retreat. No problem from the 10GB graphics card, even on Ultra HD with the highest settings including maximum ray tracking settings, VRAM is adequate. Graphics cards with a higher memory address have more memory in some places, but this does not seem to be the case – at least the editors do not notice any flaws. Even at just 8 GB, the more comprehensive configurations work well, and the test showed no problems with settings suitable for everyday use.

Next page: Ray Tracing and Nvidia DLSS in detail