NVIDIA Titan X (Pascal) Review

Published by Marc Büchel on 22.12.16
Page:
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GTA V







GTA V - Settings

1080p 1440p 2160p
  • Ignore Suggested Limits: On
  • FXAA: On
  • MSAA: 8x
  • VSync: Off
  • Population Density: Max
  • Population Variety: Max
  • Distance Scaling: Max
  • Texture Qualtiy: Very High
  • Shader Qualtiy: Very High
  • Shadow Quality: Very High
  • Reflection Quality: Ultra
  • Reflection MSAA: Off
  • Soft Shadows: Softer
  • Post FX: Ultra
  • Motion Blur Strength: Min
  • Anisotropic Filtering: X16
  • Ambient Occlusion: High
  • Tessellation: Very High
  • Ignore Suggested Limits: On
  • FXAA: On
  • MSAA: 8x
  • VSync: Off
  • Population Density: Max
  • Population Variety: Max
  • Distance Scaling: Max
  • Texture Qualtiy: Very High
  • Shader Qualtiy: Very High
  • Shadow Quality: Very High
  • Reflection Quality: Ultra
  • Reflection MSAA: Off
  • Soft Shadows: Softer
  • Post FX: Ultra
  • Motion Blur Strength: Min
  • Anisotropic Filtering: X16
  • Ambient Occlusion: High
  • Tessellation: Very High
  • Ignore Suggested Limits: On
  • FXAA: On
  • MSAA: 8x
  • VSync: Off
  • Population Density: Max
  • Population Variety: Max
  • Distance Scaling: Max
  • Texture Qualtiy: Very High
  • Shader Qualtiy: Very High
  • Shadow Quality: Very High
  • Reflection Quality: Ultra
  • Reflection MSAA: Off
  • Soft Shadows: Softer
  • Post FX: Ultra
  • Motion Blur Strength: Min
  • Anisotropic Filtering: X16
  • Ambient Occlusion: High
  • Tessellation: Very High


Seite 1 - Präsentation / Spezifikationen Seite 11 - Doom OpenGL 4.5
Seite 2 - Die Karte Seite 12 - Far Cry Primal
Seite 3 - Galerie / Lieferumfang Seite 13 - GTA V
Seite 4 - Test Setup Seite 14 - Rainbow Six Siege
Seite 5 - 3DMark Time Spy DX12 Seite 15 - Total War Warhammer DX11 & DX12
Seite 6 - 3DMark Fire Strike / Extreme / Ultra Seite 16 - XCOM 2
Seite 7 - 3DMark VRMark Seite 17 - Leistungsaufnahme
Seite 8 - SteamVR Seite 18 - Temperaturen / Lautstärke
Seite 9 - ArmA 3 Seite 19 - Performance Index & Preis
Seite 10 - Ashes of Singularity DX11 & DX12 Seite 20 - Fazit




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