It has on screen cross hairs and bullets do less damage. These different modes have drastically different play styles for example, Action mode plays much more like a typical first person shooter and is more suited to beginners. There is Action mode, Realism mode, and Classic mode. There are also 3 different gameplay modifiers that depend on what server you are playing on. Red Orchestra 2 features a very robust multiplayer mode, with support for 64 players and vehicle combat that keeps the large maps interesting and chaotic. Lets hope I don't hit my teammates again with this mortar. The attention to detail and realism are one of Red Orchestra 2's strongest features. The game is made by Tripwire Interactive, who previously released Killing Floor and the original Red Orchestra after winning the Make Something Unreal Contest. The game takes place during World War II on the eastern front and the pacific. Its moments like these that really stand out in Red Orchestra 2, where all of the little details come together to make almost cinematic moments in a multiplayer setting. The inside of the tank is so realistic you may feel a little claustrophobic. When the shell shock subsides I no longer hear my commander directing us so I stop looking through the gun sight and look behind me only to find my commander's head completely removed and blood smeared all through the inside of the tank, and just as I turn back to my gun sight the rest of our tank explodes. Their shot hits us directly on top of the tank. By this time the other tank has reloaded and sent a shot directly at us. The shot slowly reaches the rear of the first tank and hits the ammunition compartment, causing the tank to explode into a massive fireball. I dial in the sight of the tank to 300 metres and I fire. Luckily one of the shots missed and the other shots bounce off of our armour, giving us time to line up a shot to send to one of the tanks. In a panic we stop the tank just as three armour piercing shells sail towards us.
Red orchestra 2 rising storm guide driver#
Have any measures been taken to reduce the number of draw calls such as batching, instancing, occlusion culling, etc.From the tight streets of Stalingrad to the sandy beaches of Iwo Jima is this extremely authentic first person shooter worthy of your time?Īs the commander yells to the driver of my German panzer, I spot three Russian tanks in the distance. Since migrating to a DX11 renderer in the future isn't an option, I'd be curious if the devs could improve performance with further objects optimization. The CPU is overloaded with submitting a large amount of draw calls which unfortunately are only processed on a single CPU core/thread in DX9. As a result, the frame rate is being limited by the number of objects. Which makes sense since Rising Storm is typically a lot busier (more detail and objects) in any given scene which means more draw calls. Very smooth and consistent FPS at maxed out settings and high GPU utilization all the time. But other than that, the FPS drops occur whether I've got my settings at lowest or maxed out and when I reduce resolution.īy contrast, Red Orchestra 2 runs great. Turning Foliage Quality to Low seems to be the only thing that has made any significant difference in my minimum FPS. It's primarily the object count that's causing the CPU bottleneck, which is why performance is worst on the foliage-heavy maps such as Hanto and Guadalcanal. Unfortunately, there is currently no way to force high quality AA in DX11 games, so we are stuck with low quality ingame MSAA, FXAA or TXAA, possibly combined with Driver Downsampling.įor this reason, "aufkrawall" from the 3DCenter forums started a petition on the GeForce forums to extend driver-forced AA to DX11 mode:Ĭlick to expand.I've already got Shadow Quality on High and Occlusion Quality Normal. The actual list of DX9 AA flags consists of the first two posts on page 1, and is updated regularly.įor example does SGSSAA also work wonderfully in the DX9 modes of Crysis, Crysis 2and Metro 2033.Īnother good example is the DX9 mode of Battlefield: Bad Company 2, which really shines with driver-forced SGSSAA and completely puts the ingame AA modes in BF3/4 to shame. SGSSAA works great in hundreds of DX9 games, most of which can be found in the very comprehensive AA sammelthread at the German 3DCenter forums. In general driver-forced DX9 SGSSAA is a wonderful NVIDIA exclusive feature IMO. I also found a better SLI profile "0x02422605", which solves random drops in GPU usage in SLI mode. Using NVIDIA Inspector, you can force beautiful SGSSAA using the "0x080000C1" AA flag. I have been working hard on completing an SGSSAA/SLI/tweaking guide for Rising Storm & Red Orchestra 2.