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Using both in tandem is almost more intuitive than the original "A for all" setup on the 360.Ĭompensating for the increased accuracy of a mouse pointer, Epic has added a good deal of kickback to the weapons, which makes keeping your aim hovering on an enemy's face more of a task. If you're using a keyboard, the run-and-gun, scoot-and-chainsaw actions are easily achieved with either a double tap of the "W" key, or a single tap of the spacebar key. In making the shift from gamepad to keyboard and mouse, the big question was whether Gears' controls would retain their natural feeling. All in all, this new content isn't worth another purchase for Gears 360 owners, but it is a great incentive for prospective PC players looking to take the plunge. The levels leading up to this confrontation consist of more wide-open enemy encounters and close-quartered battles with wall-crawling aliens-nothing particularly fresh for the series, but all fitting seamlessly into the original scope of the game. Like Christopher Lee in The Return of the King, the dinosaur-like Brumak played an insignificant role in the first iteration of Gears, but makes an appearance in this extended cut to provide a decent boss-fight. The control scheme that allows for the visceral, duck-and-cover gunfights never gets boring, and in its transition to the PC, the game's intense action loses none of its pop.īut what does the PC version add to the package? For starters, you've got five new single-player chapters, wedged into the beginning of Act 5, serving as a lead-in to the train sequence of the original. It is a textbook example of how clever designers can lay out a vast set of seemingly simple blocks and boundaries, that when painted over with the impressive Unreal Engine 3, feel fun to run through as a lumbering marine for hours on end. The reason Gears works so well is its laser focus on basic elements of gameplay-namely controls and level design. It really does set a new standard for third person shooters. It's a deeply satisfying action game-one that I never expected to like, but that ended up keeping my attention to the very last mission, a real rarity these days. This helps prevent wasted time streaming out textures for the sake of it.And that's too bad, because Gears of War still probably would have won plenty of awards had it been released this year.
#Gears of war for pc review full#
Once the pool is full it will only stream out textures when the memory being used is required for use by a texture coming into view.
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If the texture pool is set to 20% of VRAM at low settings using 1080 (which has a fair bit of VRAM), it's possible that the VRAM report actually shows more VRAM being used than necessary. The streaming system well then only stream in the correct mips per texture where it is able to do so. In UE4 you set a pre-defined texture streaming pool, this can either be set exactly or it can be set to be a percentage of VRAM. It would make more sense to have the vram optimized as, say: 6GB for Ultra, 4GB for very high 3GB for high 2GB medium. There seems to be a huge gap between ultra and high. Everyone with a 4GB gpu will be missing out here.
#Gears of war for pc review 1080p#
Having 4210MB makes no sense since the level down for 1080p is 2770MB. Would be nice of they optimized the textures/game for certain amounts of vram.