However, intros, outros and KOs can see some slow-down and there are occasional hitches in-game. We find that this - along with its AMD equivalent, the R9 380 - can provide a mostly locked 1080p60 with everything ramped up to the max. However, moving up to Nvidia's next most powerful piece of kit - the GTX 950 - we can breeze past the medium quality preset and move select settings up to high.Ĭapcom itself recommends a meatier GTX 960 for Street Fighter 5. There are still frame-rate drops, requiring either adjustments to the resolution scaler or to post-processing and shadows. Overall, it is possible to get pretty good results on budget hardware - but running SF5 at 1080p60 on PS4-level settings on the GTX 750 Ti proves to be a case of 'almost, nearly, but not quite'. We've still got to confirm that this is the case for SF5's Unreal Engine 4, but regardless, the end product at those two levels is deeply impressive. On the DICE engine, running at 66 and 83 per cent respectively gives you 720p and 900p. Based on an initial look, this is one of the most impressive examples of the technology we've seen - if not the best, as you can see in our settings comparison video below. On top of that is a resolution scaler, similar to that found in the Frostbite 3 games from EA. There's a sense that for the bottom end settings, Capcom stripped out the vast majority of the game's visual finery simply to provide a base level option for those running entry-level gaming hardware. However, it should be noted that there's a massive, yawning chasm of quality between the presentation offered by the low and medium settings. By our reckoning, the PlayStation 4 version of the game - which is a very handsome title by and large, sits approximately at the medium end of the spectrum (we'll go into this in more depth in the upcoming Face-Off). Well, Street Fighter 5's graphics options are remarkably straightforward - there are low, medium, high and max selectables available for anti-aliasing, post-processing, shadows, textures and effects. So with all this in mind, the question is how scalable Street Fighter 5 is across different configurations, and what hardware do you need to get the job done? However, playing this actually highlights that Capcom may well have made the right call here in practically demanding that you run the title at 60fps: skipping frames makes in-game timing almost as difficult to pull off as playing in slow motion. Playing online, the game absolutely must remain in sync with the other player - slowdown simply isn't an option - so if your PC hardware can't cope, frames are skipped in the conventional manner in order to maintain parity in the experience. In Street Fighter 5's case, there is a lone exception to this rule - as you can see in our hardware test video below. In the case of the SNES in particular, its weak CPU made slowdown a relatively frequent phenomenon - especially in titles released early in the console's life-cycle. The usual way games deal with frame-rate drops is to maintain the speed of the simulation but to drop frames instead - Street Fighter 5's slowdown more reminiscent of 2D titles from the 16-bit console era, almost all of which ran at 60fps and processed the game logic assuming that was always the case. As a consequence, this means that the game's timing is completely thrown off, meaning that performing anything other than basic moves is very difficult and intricate combos are mostly impossible to pull off. The game also uses a double-buffer v-sync set-up, so if your kit consistently can't keep up, the frame-rate drops from 60fps to 30fps and the speed of the title literally halves. It seems that in order to maintain the purity of the experience, Capcom demands that you run this title at a locked 60fps - the engine processes every single frame of gameplay regardless and simply expects that your hardware can keep up. In this case, the game literally runs at half-speed, effectively making it unplayable. As expected, Nvidia's entry-level enthusiast card can't sustain the workload asked of it, but rather than drop frames and maintain gameplay speed, the whole simulation slows down. We first noticed the issue running the title on the Digital Foundry budget PC at 1080p with all settings maxed. Be prepared for a modicum of settings tweaking on the PC version of Street Fighter 5 - if you can't run this game at 60fps, gameplay quality is brutally compromised.
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