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The Division Guide Deutsch VideoThe Division Survival Tutorial (Guide) 20 000 Run 1.8!
As ever, capturing the full impact of a dynamic particle effect is next to impossible in screenshots, though we can somewhat demonstrate the change to particle rendering resolution in the following set of interactive comparisons.
At lower detail levels particle resolution is gradually reduced before coming to a stop on "Low", where the resolution is one-quarter. As a result, the blending with background detail worsens, leading to the unsightly situation you can see in our "Low" screenshot.
Barrels, flamethrower enemies, burning wrecks, bonfires, manholes, and many other game elements emit particles. With "Particle Detail" cranked to the max these can take a heavy toll, especially during combat when several flamethrower enemies are setting fire to the environment before having their fuel tanks detonated by a well-placed sniper shot.
Given the blending issues that can occur on "Low", we recommend most players stick with "Medium" or "High" for higher-quality particle effects featuring additional particles.
The Division utilizes Post-Process Anti-Aliasing to smooth jagged edges, and to anti-alias transparent textures, transparent surfaces, and particles.
In addition, the always-on " Temporal AA " setting further improves the state of anti-aliasing, and does such a good job that Post FX AA is barely needed.
Under the microscope, and in interactive comparisons, the impact of adjusting the Post FX AA setting can just about be seen, although it is particularly subtle.
As mentioned earlier , these are lower-quality, cheaper to render, static Cube Maps that are unable to reflect in-game action in real-time.
Furthermore, these Cube Maps can feature a basic reflection of larger particle effects, such as the continuous fire, smoke and steam effects. And as also mentioned earlier, if " Local Reflection Quality " is switched to "Off", any remaining reflections are switched to Cube Maps, increasing their importance.
The impact therefore of "Reflection Quality" varies substantially: If however " Local Reflection Quality " is disabled , "Reflection Quality" will affect numerous highly visible reflections and surfaces.
In the split second when they are refreshed, performance dips ever so slightly. And as the quality of the Cube Maps are increased these momentarily dips cost that bit more.
The exact cost is impossible ascertain however as Cube Maps refresh at their own pace, and the dynamic world can seemingly have a larger impact on performance than the "Reflection Quality" setting itself.
Even in the in-game benchmark, over repeated runs, an exact cost remains unclear. And as such, almost all systems can likely enable "High" without issue.
These shadows greatly improve upon those generated by existing techniques, delivering the highest-quality shadows seen to date in gaming, with near-perfect contact shadowing and vastly improved screen-wide shadowing.
To achieve this feat several technologies and techniques are utilized. The first and most important of these is Frustum Tracing, a form of Ray Tracing that runs far faster, yet is still highly accurate.
From left to right: A look at how soft shadows are created with HFTS, and the final output as it would be rendered in a game.
Finally, we add low-cost Post-Process Anti-Aliasing to smooth the edges of the shadows. Shadow detachment, aliasing, and interference from overlapping blockers are all overcome, creating near-perfect geometrically accurate and precise shadows, which soften as the distance from the shadow caster increases.
This progressively softens shadows as the distance from the shadow caster increases, simulating the appearance of shadows in reality. In our first set, the level of fidelity offered by NVIDIA HFTS is clearly seen, with each individual spoke of the bike wheel clearly rendered, as are the numerous overlapping shadows cast by the street lamp, bike stand, and bike.
Below, a demonstration of natural shadow softening as the distance from the shadow caster increases. NVIDIA HFTS doubles the shadow resolution of shadows game wide, and implements a ton of cutting-edge shadow technology to deliver the most advanced shadowing seen in any game to date.
Unsurprisingly then, the bar-raising shadow technique requires a few frames per second, though it is in our opinion well worth it on a high-end system.
If you instead prefer your shadows crisp, select "High". That leaves the dedicated "Shadow Resolution" setting to adjust the fidelity of the "High" and "Low" shadow techniques players select in the Shadow Quality option.
Often enthusiasts will turn to tools like ReShade to counteract this softness through the injection of screen sharpening.
This typically introduces additional aliasing or temporal aliasing, and in some cases can get players into hot water with anti-cheat tools in multiplayer games.
The shadows affected by " Shadow Quality " are ones cast by the Sun and Moon, and a few other sources. For shadows cast as a result of illumination from an artificial light, such as a spotlight, floodlight, street light, bedside lamp, and so on and so forth, we need to look to the "Spot Shadow Count" and " Spot Shadow Resolution " settings.
To best demonstrate we took to the skies with the freecam:. Cranking "Spot Shadow Count" to High will set you back 6. On Ultra, all Spot Shadows are nicely defined, but as we drop down to High and then Medium clarity is gradually lost, as is the contact point with the shadow caster, causing our avatar to miraculously float on the carousel.
When it comes to smaller objects and finer detail, only Ultra is able to deliver clearly defined Spot Shadows. To accurately render skin in games, additional techniques and technologies are required.
In real and virtual worlds light bounces from most objects and surfaces, which we can accurately and easily render with any number of technologies.
In comparison, light striking skin is absorbed and diffused, with some rays being re-emitted, albeit at a lower intensity.
Without a suitable technology simulating this effect character skin is uniformly lit, detracting from the quality of the picture. And, interestingly, to also replicate the reflection and refraction of light on snow and other materials.
In contrast, SSS on snow is readily seen throughout the game. Those who prefer a sharp image, with sharp shadows and Sharpening, may however prefer to disable the setting.
For instance, as each tree, branch, leaf, and blade of grass sways in the wind, temporal aliasing may be observed, greatly diminishing the quality of the picture.
Why is it always on? Because Massive Entertainment can use TAA and its underlying tech to accelerate the rendering of other effects, reducing their performance cost.
This same speedup enables the TAA effect to be Supersampled by up to 8x at an additional performance cost of just 0.
Furthermore, this Supersampled TAA helps to further reduce edge and transparency aliasing, improving image quality by an even greater degree.
In static scenes some minor edge flickering may be observed. In our experience it was never noticeable during gameplay, but just in case it impacts your enjoyment of The Division Massive has included an alternative "Stabilization" setting that prevents flickering.
You do however lose the image quality improvements granted by Supersampling, as you can observe above in our interactive comparison. Stabilization runs fractionally faster than the default Supersampling option, which does a brilliant job at improving image quality through the removal of edge, transparency and temporal aliasing.
You may have noticed that The Division lacks a Texture Quality option. Depending on your " Extra Streaming Distance " and " Object Detail " settings this may happen frequently, and there may be pop-in as new content is loaded.
Any remaining memory is filled with additional textures for nearby areas, reducing the chance of pop-in and visible streaming as players travel through the world.
At x, the most commonly-used gaming resolution, 4GB of memory should suffice for max settings. An extremely subtle effect, Vignette slightly darkens the corners of the screen, at the cost of a fraction of a frame per second.
With the "Volumetric Fog" setting, the resolution of the volume maps can be adjusted. Most typically, the only observable difference between detail levels comes from the lighting of fog volumes, which is more accurate and pronounced on High and Ultra, as demonstrated in the interactive comparisons below.
If you can though, select "High", which is pretty close to the quality of "Ultra". So for those that want to know, here is the GeForce GTX Series benchmarked at three of the most popular resolutions, with max settings enabled:.
If you want to improve performance, many settings can be dialed back a notch with only a small hit to image quality.
How it works is simple: With DSR enabled aliasing is further reduced, objects have better definition, vegetation is more detailed, and distant game elements are clearer.
Just like it when playing at 4K on a 4K monitor. NVIDIA revolutionized computer displays in with the introduction of variable refresh rates, enabling gamers to enjoy highly responsive, tear-free, stutter-free experiences on G-SYNC monitors.
Included are the latest performance optimizations and tweaks for The Division , along with a bunch of other good stuff.
Download now via GeForce Experience. This one-click solution is perfect for gamers who wish to simply play their games, and for those with little experience in configuring settings for an optimal experience.
For increased performance in The Division consider overclocking your GPU, as the game uses every ounce of power you can throw at it.
Discover how with the help of our GeForce Garage guide. And with addictive RPG action, leveling, and looting many PC gamers will enjoy these things for a long time to come.
Further details can be found here. View the discussion thread. Skip to main content. Shadow of the Tomb Raider: Turing For Every Gamer.
A few blocks south of your Base of Operations, near the corner of 8th and 24th is an alleyway between rows of apartment buildings.
Make your way to the end of the alley and enter the contaminated building marked with yellow hazard signs and sheeting. This is also an encounter location, but more importantly each floor has rooms full of customization gear hats, jackets, etc.
There is also a lockpick door on the bottom floor containing a loot chest and some item packs. Enemies will be more plentiful, deal more damage and have much greater HP than on normal.
However, the end-mission "boss" will also drop a high-value item. To change a missions difficult, approach the starting area and enter the Mission Replay menu by pressing the Interaction button pictured above.
While exploring the world and doing missions, players will occasionally come across a locked door that can only be opened with a lockpick. These rooms often have substantially better loot than players would regularly find out in the street.
Lock picks are dropped randomly by vanquished enemies, and can also be found in the loot satchels that are scattered around the map.
He has two High-End legendary weapons for sale, both the assault rifle "Caduceus" and the shotgun "Cassidy" cost about three thousand Dark Zone funds and require the buyer to have reached Dark Zone level twelve.
The funds are also rewarded to players who land the killing blow on other players, or as a bonus for outlasting the rogue agent timer. Similar to picking locks, while in the Dark Zone you will sometimes find special chests that can only be opened with a Dark Zone Key.
These can be obtained as random drops from enemies, or by killing a rogue agent with keys in their possession. In order to open these crates, you must also meet the DZ rank requirement for the chest typically 8 or 10 - more info on that below.
Keep an eye out for large containers, both in the PvE-only section of midtown and in the Dark Zone. A good rule of thumb is "the larger the box, the better its contents.
Most of the smaller chests have either no rank requirement, or a required DZR of There are several locations accessible in the early stages of The Division that are chock full of useful items and loot.
Be sure to visit them with each of your characters to unlock new customization items and potentially useful loot.
Not only will you earn some easy XP, but these NPCs will usually drop a reward - oftentimes in the form of a new customization item. Some skills, such as the Sticky Bomb, can be used in a couple of different ways.
If, however, you want to place the device and set a trap, simply press the Skill button once. Tips and Tricks Unlock Last Edited: April 7, at 3: Add them to this page by clicking here.Hier bewegt ihr euch immer alleine fort. Viks online casino es uns in die Kommentare und fifa 17 verteidiger talente weitere Neuigkeiten und Guides rund um The Division auf unserer Themenseite. Habt ihr mit eurer Gruppe wertvolle Beute gefunden, müsst ihr euren Loot 90 Sekunden lang verteidigen, bis der Helikopter auftaucht. Wir sind gestern auch von ein paar Freaks in der DZ aufs übelste abgezogen worden. Wir sind berufstätig casino royal putlocker haben Familie. Credits und Dark-Zone-Währung schnell erhalten Der Fokus auf einzelne Gegner ist entscheidend, da diese nur unter konzentriertem Feuer schnell ausgeschaltet werden können. Division Agenten — Agenten! So funktioniert das System Ihnen nützt viel Schaden nichts, wenn Sie ledigleich zwei Treffer aushalten. Hierdurch unterstützen Sie Ihr Team, indem es mehr Schaden verursacht. Damit Playerunknown's Battlegrounds in Zukunft auch auf älteren Rechnern problemlos funktioniert, arbeitet Hier eine kleine Auswahl an Verbrauchsgütern mitsamt Beschreibung ihres Nutzens:. Wir erklären euch in diesem Guide, mit welchen Items und Fähigkeiten ihr maximalen Schaden verursacht. Während man sich in Gruppen stärker individualisieren kann, empfiehlt es sich bei Solo-Ausflügen auf einen Hybriden zu setzen und dabei vor allem in Ausdauer und Schusswaffen zu investieren. Packshots — Die Retailfassung von The Division hat ein mehr als nur ansehnliches Cover spendiert bekommen. Reset Timer — Wann setzen sich Aktivitäten zurück?