If we talk about Deus Ex: Mankind Divided graphics, then, as usual, PC has a greater advantage, allowing not only to achieve excellent pictures of this engine, but also to experiment with the settings to squeeze a steady 60 frames per second.
However, this may not be as easy as it is not always clear how the settings affect performance, especially their combination. But even the developers do not recommend the use of MSAA-smoothing, as it is very significantly lowers the frequency, even at the top-end hardware.
Deus Ex: Mankind Divided Graphics Settings
In this guide, we will look at a variety of settings and how they affect the performance.
Responsible for resolution textures – eats off memory capacity. Very High and Ultra settings can cause the brakes and reduce FPS.
The higher the setting, the sharper the texture angle.
Responsible for a resolution textures you see. High settings can significantly reduce FPS.
Responsible for realistic shadows with distance from the source.
It is responsible for smoothing the image. Disabling allows you to increase the frequency by 5-8 frames.
A slight effect on the frequency. It is necessary to turn off on the middle chart
Depth of field
Responsible for the focal length – distant objects are blurred. It affects the frequency.
It creates a feeling of high-brightness light parts of the image. Little effect on the frequency and quality of graphics
It makes light volume as it passes through the smoke or steam. It greatly affects the frequency.
Dispersion in materials
It makes the skin more realistic. Lower the level to increase the frequency.
Surface shading (Ambient Occlusion)
It increases the picture quality, but eats off frequency. Experiment to find the appropriate level.
Smooths objects. Significantly it affects both the CPU, and GPU.
Parallax Occlusion Mapping
It makes some surfaces such as pavers, realistic.
It makes reflect realistic and detailed.
Sharpness and chromatic aberration
It does not strongly affect the picture but do not eat off the frame rate.
Responsible for the quality of parts in the objects in rendering. Uses GPU and CPU resources.