![]() ![]() I think it is accurate to say that my harshness could stem from my love for the series, as a sincerely hope that Creative Assembly can take some of my criticisms to heart. Which is something people with lower end hardware have to do. They are so VASTLY different in what they really stress on the system that it makes little sense to switch settings all the time. I also agree on having separate settings for Campaign and Battles. So I guess as long as it was better than before they thought it was okay. That said I do still agree that 32bit and lack of Multi threading improvements were horrible ideas and should have at least had more work gone into it. I don't think comparing it to the newer TW3 Engine used in Warhammer is practical considering those were fully fleshed out titles rather than a spin off.īut all things considered the engine is MUCH better than the Attila one. I mean we all know the Attila Engine was awful and expecting to much more certainly should have been out of the equation. I think you were being slightly too harsh about the multi threading support. While the addition of more anisotropic filtering is helpful, the use of 4x MSAA does a great job decreasing the appearance of jaggies on sharp edges, particularly around grass and across the mountain tops.Īt these settings, the campaign map is so CPU limited that use of 4X MSAA delivers no decrease in overall performance at 1080p on our GTX 1080, increased increasing the GPU's utilisation to around 80%. The primary differenced between Thrones of Britannia's Ultra and Extreme settings is its use of 4x MSAA and 4x ANisotropic filtering, with the settings' increased unit sizes having no impact on the game's graphics or performance in the campaign. As we have said before, this graphical effect has a minimal impact on performance, so most players of Thrones of Britannia can afford to crank this setting up to 16x. Looking at terrain textures it is also clear that everything appears sharper, thanks mostly to the addition of Anisotropic filtering, albeit a mere 2x version of the effect. ![]() Even at high settings Thrones of Britannia remains CPU limited in the campaign.Īt Ultra Settings the two most substantial graphical changes can be attributed to Ambient Occlusion and the movement from Trilinear to Anisotropic filtering.Īnisotropic filtering offers much more detailed lighting simulation, with more realistic darkened areas, particularly around the Giants Causeway, around forested regions and within the screenshotted settlement of Duin Sebuirgi. On the campaign map, the change from Medium to high offers a minimal visual difference, explaining why the game's framerate and GPU utilisation barely changes. Moving between Medium and High settings the most significant graphical difference within the campaign is a boost in shadow detail, with more objects casting shadows while existing shadow casts become a lot sharper, as is evident when looking at the major settlement of Duin Sebuirgi and the shadows cast on the sea by the Giants Causeway. When using Thrones of Britannia's Medium Preset, we can see shadows arrive around foliage, characters and environmental features like the Giants Causeway on the right in the screenshots below.Īt this higher preset terrain details also improves and both grass and trees detail with grassy or forested areas becoming significantly denser. It is unsurprising then to see that the game's framerate barely changes as we move towards the game's medium preset, with the framerate in our screenshot lowering by a mere 4FPS while seeing huge improvements on overall graphical quality. ![]() The Campaign Map - Performance Issues & Graphical ComparisonĮven at the game's lowest settings, we can see that Thrones of Britannia can get incredibly CPU limited, with our 4GHz i7 6850K failing to allow our GTX 1080 to achieve 50% GPU utilisation when using the games Low Preset. ![]()
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