1/21/2024 0 Comments Bayonetta pc pot![]() Metal Gear Rising has the block/parry (granted it was a bit harder to use than the dodge here), Bayonetta has the dodge, Dark Souls has the roll. Dunno about you guys, but I dislike having these very easy ways to avoid damage in modern slasher games. I think it should be renamed to the immortality button because that's basically what it does. Also most of the weapons were more fun to use than in DMC, where I usually preferred to stick with the starting sword. I think the combat is even better than in DMC because of how many different weapon combinations it's possible to use and how many different combos you can chain. Great game, probably the closest thing to Devil May Cry on the market that's not Devil May Cry. While the VRAM indicator is a bit curious and MSAA currently appears to be non-functioning, due to the reliably speedy performance and arbitrary resolution support these drawbacks are rather easy to overlook and, to some extent, mitigate.Just beat it. Basic graphics options expectations are fulfilled, a solid 60 FPS should be achievable over a variety of systems, and default PC inputs are supported. Conclusionįrom my short time with a pre-release version of the game, Bayonetta on PC looks to be easily the definitive way to play the game, and a strong port all around. This is something which is really rather simple to accomplish and yet is missing in many older ports from 720p and lower platforms. Only 3 mouse buttons that is, but I guess you can’t win them all.Īs a general UI remark, I’d like to note that I really appreciate the inclusions of high-res fonts and glyphs. All actions can be mapped to two different simultaneous bindings (I’d like to think someone read my article), and mouse buttons as well as the mouse wheel can be bound. Menus can be navigated using the mouse, and prompts for both keyboard/mouse and controllers are implemented and selected automatically. Still, the GPU and CPU usage numbers I observed with various settings indicate that the game’s system requirements should fit in well with what you would expect from the last-gen port that it is. Overall performance was excellent on my system-as it should be, since it features a GTX1080 and Intel Core i7 5820k processor. As a result, the gameplay felt smooth throughout my testing, unlike some games which might also achieve 60 FPS but still feel stuttery due to inconsistent frame-pacing. That said, frame-pacing was very good in both of these scenarios, which means that frames were rendered and presented in consistent time intervals. Let’s get the negative points out of the way first: the gameplay is locked to 60 FPS, and in-engine cutscenes run at 30 FPS. Meanwhile, in the absence of MSAA, it becomes very interesting to see how performance holds up since we might want to use downsampling to clean up the image quality. None of these issues are game breakers by any means, and may be bugs left in the not-quite-final code provided by Sega, but I do hope they are ironed out. ![]() This is easily rectified by restarting the game though. ![]() Finally, while it is very admirable that you can change all settings while in-game, changing the resolution in some combinations results in an off-by-half-a-pixel rendering issue which blurs the whole image.Most strangely, it increases with higher levels of texture filtering, even though texture filtering (beyond basic mip-mapping, which even the lowest setting includes) has no impact on the amount of memory used. Secondly, the VRAM usage shown in the menu does not seem to have any strong correlation with reality. ![]() This is consistent even when restarting the game. There is no impact to either the rendered image or performance regardless of the setting, despite it going all the way from “none” to “16x” (!). First of all, the MSAA setting appears to do absolutely nothing, at least on my PC and with the pre-release build I had access to.A bloom effect (on here) which is significantly less pronounced with “HDR” disabledĪll of this is good, but as I pointed out earlier there are some idiosyncrasies-and they all go back to the graphics options menu.
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