Avatar: Frontiers of Pandora – PC-re optimalizált beállítások és grafikus összehasonlítás a PS5-höz képest

Avatar: Frontiers of Pandora – PC-re optimalizált beállítások és grafikus összehasonlítás a PS5-höz képest

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Az Avatar egy gyönyörű játék, amely továbbfejleszti a technológiát kemény hogy egyes igazán lenyűgöző látványvilág – but how can we scale that experience down to a solid 60fps experience that still looks good on older and slower PCs? To figure out optimised settings, I’ll discuss the game’s PC user experience, compare the game against the PS5 version for some performance optimisation hints and evaluate some of those ‘Unobtainium’ settings intended for future hardware.

Before I get into the settings themselves, let’s talk about the user experience on PC – as it’s a highlight of Avatar: Frontiers of Pandora. The first thing you’ll notice is that the game doesn’t have a noticeable shader pre-compilation step when you play it for the first time, but it nem occur according to my conversation with developers. When playing the game, it’s easy to notice that there are no frame-time issues with the game – and indeed the frame-time graph is smooth. With good settings for your GPU, you’ll have a fluid experience in Avatar – something a lot of modern games get wrong.

The graphics menu also offers a wide range of tweakables to make the experience your own with a classic Ubisoft-style menu – similar to those in Far Cry and Assassin’s Creed titles. The descriptions here explain what each setting does, how it affects VRAM usage, how many setting there are based on the visible pips and how each visual change will look with a preview image.

Here’s the full PC vs PS5 comparison, plus optimised settings and FSR 3 analysis in video form.

To back it all up, the game also provides an in-game benchmark which reminds me of the one we saw in Returnal on PC, but perhaps even more in-depth. I love this benchmark, and though it doesn’t use a pure gamplay camera, it is representative of the higher load the game can have at its most intense and taxing moments. You can even run the benchmark from the command line for automated testing – nice. Based on the user experience then, this is the best PC port I’ve had the pleasure to review in 2023.

Amint azt a kezdeti Avatar PC elemzés, the developers have a ‘Unobtainium’ extreme graphical preset locked away with a command line argument (-unlockmaxsettings). When entered via the Ubisoft Connect launcher, this unlocks a ‘max’ quality option in the menu for a variety of graphical options.

Before I explain what these max settings do exactly – and whether they’re worth enabling on high-end hardware – I want to discuss the philosophy of this decision. Usually I’m against removing options from the menu, but Ubisoft Massive may have saved themselves a lot of grief by hiding these options.

Here for Avatar: Frontiers of Pandora PC optimised and PS5 equivalent settings? We’ve got you.

Beállítás PS5 teljesítmény mód Optimalizált beállítások
Elmosódás le le
Mélységélesség Elő/Utó Elő/Utó
Árnyékminőség Magas Magas
Sun Contact Shadows közepes közepes
Spot Shadows Magas Magas
Spot Shadows felbontás Magas Magas
Árnyék proxy-k le le
Tükröző tükröződések közepes közepes
Diffúz tükröződések közepes közepes
Környezetreflexió minőség Magas Magas
Térfogatfelhők közepes közepes
Volumetrikus köd Magas Magas
Extra streamelési távolság 5 5
Objektum részletei 9 9
BVH minőség Magas (de rosszabb) Magas
Mikrorészlet minőség Ultra Ultra
Részecske részlet Magas Magas
Szórási sűrűség Magas Magas
Dither Fade On On
Reflektorfény vetítési felbontás 256 256
Megsemmisítési minőség Magas Magas
Terep Tessellation Magas Magas

Végtére is, a kevésbé műszaki ismeretekkel rendelkező emberek még a legmagasabb beállítások mellett is jó teljesítményre számíthatnak, nem veszik észre, hogy ezek az opciók célja, hogy lehetővé tegyék a játék kecsesen skálázását a jövő hardveréhez, ahelyett, hogy a mainstream hardvereken jelen és most teljesítményt nyújtanának. Ez történt az első Crysis játékkal, és maradandó nyomot hagyott a játékiparban a PC-s verziók fejlesztése tekintetében.

With that said, let’s move onto what these unobtanium settings actually do in practice. The biggest visual difference comes primarily in resolution increases. For example, when fog volumetric lighting is set to max, we see far greater detail in the lighting and shadowing on intermediate fog volumes in near to mid-field of the camera, greatly enhancing realism. It’s a similar story with cloud quality; at max, the amount of noise that can potentially occur in the clouds themselves is greatly reduced, although admittedly it already looks nice at high.

With shadow maps from the sun, the increased resolution is keenly seen with it set to max, where I thought the previous highest setting really didn’t hit the heights it ought to have done. You can see the same with indoor spotlight shadows as well, with max reducing the aliasing that is seen on the lower settings.


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The least important Unobtanium setting is the one for transparency, which subtly adds a few more objects into the game’s cubemap reflections which partially update in real-time. These differences are scarcely visible even in side-by-side comparisons, and once again, I’d love to see transparency RT reflections instead of cubemaps in the future here.

Az RT beállításoknál a szórt megvilágítás maximális beállítása elsősorban az effektus felbontását javítja. Közepes beállításnál például úgy tűnik, hogy az RTGI (ray-traced global Illumination) effektus mindkét tengelyének felbontása felére csökken, ami homályos élekhez és magában a GI-ben furcsaságokhoz vezet egy szürkébb árnyalat tetején. kevésbé határozott megjelenés. Magasnál szinte úgy tűnik, hogy csak az egyik tengely félfelbontású, ami sok alias-hoz vezet a függőleges éleken a kevésbé határozott megjelenés mellett. A maximális beállítás úgy tűnik, hogy itt a natív bemeneti felbontást használja, így tiszta GI-t eredményez.

For specular GI or reflections, the max setting does not seem to increase resolution beyond that which is already offered by the ultra mode – in my testing, the amount of specular aliasing as we see here seems to be roughly the same as the ultra setting. When looking at very mirror-like reflections out of screen space, they resolve with identical levels of clarity, while very high is quite obviously lower resolution by comparison. However, the max setting for reflections does add skinned objects to reflections, which means things like soldiers, mechs, animals, Navi and more actually show up in reflections when not in screen space. This makes for fewer screen space errors in general and is a neat bonus for higher-end machines.

Altogether then, the unobtanium settings pump up quality level for a number of key effects – I only recommend them really for RTX 4080/4090 and RX 7900 XT/XTX class GPUs.

Here’s our initial PC analysis, which has more footage of the game running at both the standard top settings and the unlocked ‘unobtainium’ max presets.

Az unobtanium beállításokon kívül még két dolgot szeretnék megemlíteni. Az első az, hogy a játéknak van egy szoftver path for its ray-traced effects for GPUs that don’t have support for DirectX Raytracing (DXR). To see what this looks like, you can disable DXR on Nvidia GPUs by using the nvidiaProfileInspector segédprogramot, és letiltja az RT jelzőt.

When put side-by-side, the software RT path actually seems complete in terms of features and fidelity – quite a contrast to Epic’s approach with UE5 where software RT has visibly inferior image quality. Of course, there’s a sizeable performance advantage to having dedicated ray tracing hardware; I measured an 18 percent frame-rate advantage in a simple scene and a 66 percent frame-rate increase in a more complex forest scene.

Finally, before moving onto the PS5 comparisons and optimised settings, it’s worth discussing Avatar’s image reconstruction and frame generation options. The title supports FSR 3, which has been upgraded to be compatible with VRR – though frame-times remain erratic, with mixed short and long frames that affects visual smoothness even with VRR engaged. I noticed the issue gets more intense in open world, combat and traversal scenarios, while indoor areas or less intense cutscenes have smoother frame delivery with VRR. Ultimately, I still recommend using v-sync and trying to maintain a frame-rate that matches your monitor’s maximum refresh rate with FSR3 for a completely smooth experience.


a pandora beállítások menü avatar határai
The settings menu here is a thing of beauty, with pips indicating how many options are available for each setting, preview images showing the effects of settings choices and a VRAM metre. To get the ‘max’ settings seen here, you’ll need to run the game with the -unlockmaxsettings parancssori argumentum a Ubisoft Connect indítóban. Kép jóváírás: Masszív Ubisoft

With regard to image reconstruction, it’s clear that we see some familiar differences between FSR and DLSS. Moving objects with FSR exhibit fizzling reconstruction artefacts behind them and a kind of fuzzy look that is not there with DLSS. Additionally, FSR has a kind of ghosty pixelated look with particle effects that is improved with DLSS, while aliasing on movement is also not ideal – especially at night or when it rains.

With that said though, DLSS has its own issues, with volumetric clouds exhibiting stability issues, most likely due to the sample positions misaligning with DLSS – I imagine XeSS when integrated in the game could have similar issues. FSR doesn’t exhibit this issue. Similarly, though admittedly less noticeable, is the small amount of visible jitter in water reflections with DLSS at lower resolutions, once again probably due to sample positions misaligning.

Fontosabb a választás a default DLSS ‘D’ model for Avatar, which causes some smearing in certain light and movement scenarios. If you experience this, you can try using the ‘C’ preset instead using nvidiaProfileInspector val vel ezt az XML fájlt placed in the Profile Inspector directory – or, alternatively, by replacing the default DLSS .dll file in the game’s install directory with version 2.5.1 elérhető a TechPowerUp oldalon. I’d love to see the ‘C’ preset become the default option in a future game patch, along with a fix for the cloud and water issues.


nvidia profilfelügyelő az avatarhoz, amely az előre beállított c bekapcsolva állapotot mutatja
Here’s what your Avatar: Frontiers of Pandora profile should look like in nvidiaProfileInspector with the XML file installed to expose the DLSS preset settings. | Kép jóváírás: digitális Öntödei

Ezeken a viszonylag apróbb problémákon túl az Avatar felhasználói élménye hihetetlen: nagyszerű beállítások, nagyszerű menük és valóban nagyszerű képkocka-idejű megjelenítés.

Now it’s time for optimised settings. The PS5 version of the game running in its 60fps mode is a great starting point for optimised PC settings for older low to mid-range GPUs, which is what the PS5 is in 2023. (Note that the game on PS5 does have additional lower-level optimisations as my technológiai interjú a Ubisoft Massive-vel részletek.)

A felbontás természetes kiindulópontnak tűnik, és a teljesítmény módban lévő PS5 1440p-n ad ki FSR 2-t használva, a dinamikus felbontás pedig akár 720p-ig is lecsökken, számolásaim szerint. A középkategóriás GPU-k esetében mindenképpen érdemes a DLSS-t vagy az FSR 2-t használni, mivel ez kulcsfontosságú módja annak, hogy a konzolok fenntartsák a teljesítményt, és valami olyasmi, amit a PC-n kell utánozni.


ps5 vs pc avatar frontiers of Pandora screenshot
In the PS5 performance mode, Avatar runs at 1440p with FSR 2, with dynamic resolution scaling that bottoms out at 720p – and some console-specific settings tweaks. It holds up pretty well against the PC release, even on ‘unobtainium’ settings. | Kép jóváírás: digitális Öntödei

Beyond a reduction in resolution, a number of the key effects in the game have had settings reductions to keep the performance up and we’ll want the same on PC.

For example, we can drop the quality of specular reflections, accepting a noisier and less stable image for better performance. Similarly, the roughness cutoff is also reduced, which means fewer objects have reflections. Here, PS5 is closest to the medium setting on PC, which I also recommend for optimised settings – as it increases performance by a solid five percent versus very high, as measured on an RTX 3070 at 4K in DLSS performance mode.

Following that same line of thinking, PS5 also reduces diffuse reflection quality in a similar manner and again looks closest to PC’s medium preset. On the RTX 3070, going from high to medium increases performance by eight percent, so I recommend medium.

One example of a PS5 RT setting that cannot be matched perfectly on PC is BVH quality. In side-by-side comparisons it’s easy to see that the PS5 has the same geometry roundedness and detail as PC’s high setting, but when you look closer, you can see that some triangles are just completely missing on PS5 – which tends to leave little black holes in geometry in more mirror-like reflections, something not seen on any PC setting. Here, I find high to be perfectly cromulent for optimised settings.


ps5 vs pc bvh minőségi beállítás a Pandora avatar határain
Some PS5 settings don’t have PC equivalents, including the BVH quality option which appears lower than the low setting on PC. | Kép jóváírás: digitális Öntödei

Moving over to post-processing, the PS5 in performance mode cuts out both per-object and screen motion blur, and I’d recommend the same for optimised settings on older GPUs. Depth of field quality is another good setting to turn down, with the PS5 looking to use the low preset. This produces a noisier result with distinct halos around objects, but it’s hard to notice this in gameplay.

Another good PS5 optimisation is volumetric fog rendering quality, which uses a lower internal resolution for a less temporally stable result – plus less obvious light beams as the resolution is to low to capture these small details. When lined up with PC, we can see the quality level correlates most closely with the high option. As in many games, dropping volumetric fog quality is a simple performance win on mid-range GPUs, where the RTX 3070 sees five percent better performance over ultra in this scene.

Following the trend with volumetrics, spot shadow quality – shadows indoors and from artificial lights – is also reduced on PS5’s performance mode from the very high setting, showing a bit more aliasing on edges, but still looking really respectable for shadow maps at normal camera distance. Here the RTX 3070 gets three percent better performance on high, so it’s definitely advisable for optimised settings.


objektum részletbeállítások ps5 vs pc előbeállítások a Pandora avatar határaiban


streaming távolság beállítása ps5 vs PC presets avatar frontiers of Pandora

Az extra streamelési távolság és az objektumrészlet-beállítások jó teljesítményt biztosítanak, ezért javasoljuk a PS5-beállítások alkalmazását a hűség és a teljesítmény megfelelő egyensúlya érdekében. | Kép jóváírás: digitális Öntödei

One PS5 setting that is hard to pin down is cloud quality, but given the amount of noise and edge flicker it looks most like medium – and here I recommend medium for optimised settings.

One of the most important optimisations is the extra streaming distance setting, which determines the range at which large objects like trees transition from real geometry to imposters. PS5 seems to use the ‘5’ setting, and I also recommend this for optimised settings. Similarly, the object detail setting on PS5 appears closest to ‘9’, and we’ll adopt that on PC for our optimised settings too. This claws back 14 percent of extra performance versus the highest ’15’ setting, while still offering minimal pop-in while exploring Pandora on foot.

That rounds off the most critical settings, and these form a good basis for optimised settings on something like an RTX 2070 Super. If you have more GPU performance available, I’d recommend upping internal resolution or specular reflection quality if possible.


PC-re optimalizált és alapértelmezett beállítások a Pandora teljesítmény-összehasonlításának avatar határaiban


PC vs PS5 avatar határai a Pandora teljesítmény összehasonlításában

Az optimalizált beállításokkal a teljesítmény hatalmas 61 százalékát visszakapjuk, szemben az 2070p-s RTX 1440 Super ultrabeállításaival, bekapcsolt FSR 2 teljesítménymóddal. Ez lehetővé teszi az RTX 2070 Super számára, hogy a PS5-nél valamivel jobb képkockasebességet biztosítson az extra konzolspecifikus optimalizálás ellenére. | Kép jóváírás: digitális Öntödei

Versus ultra settings – not even the unobtanium preset – our optimised settings on the RTX 2070 Super at 1440p with FSR 2 performance mode increase performance by an incredible 61 percent. There is admittedly less precise RT and long-range distance detail, but the game is still handsome.

If we visit a spot where the PS5 is bottoming out at a 720p internal resolution with FSR 2, the RTX 2070 Super has a minor five percent performance lead – though, as discussed above and az Avatar fejlesztői interjúnkban, a PS5 extra optimalizálást alkalmaz a képkockasebesség cél elérése érdekében.

Az Avatar: Frontiers of Pandora egy kiváló PC-kiadás. Jól működik a shader összeállításának akadozása nélkül, világos menükkel rendelkezik, és nagyon skálázható grafikus lehetőségeket kínál, amint azt optimalizált beállításaink is mutatják. Van néhány apró kérésem, hogy még jobbá tegyük a játékot, például a DLSS megvalósításának fejlesztése, valamint az XeSS felskálázás és a DLSS keretgenerálás beépítése. Egyébként az Avatar szinte minden, amit egy modern PC-s kiadástól elvárhatok.

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