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GTX880 8GB

selective, turn off aa (not needed) put a few bits down to medium and you have instantly playable fps and fantastic graphics.
 
4K is basically 4 times the resolution of 1080p so we need something like 4 x 780 Ti in GPU power to get the same frame rates we see on 1080p currently with a single 780 Ti.

You are right

1080p is 1920x1080 = 2073600

4k is 3840x2160 =8294400

I have got to say though linking bf4 isnt exactly great proof here is bf3

59668.png


So half a fps in single and 0.1 fps in sli/crossfire o look at all the benefit the extra ram gives it :P

Joking aside though bf3 was nvidia bf4 was ati so linking games which are known to be favoured and not neutral is not exactly a good thing unless they beat is by a billion fps.
 
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Guys ffs common sense please. First off nothing more than 2 way SLI/Xfire is needed for 4K. Those benchmarks are on Ultra and as everyone who played older titles should know visually apart from textures all the fps hits come from fake blur added in by the vendors to shift faster cards on derpy Ultra presets. Crysis is a game that is actually using blur and sharpening at the same time in some sort if retarded limbo mode.


Give me the same benchmarks please with 16x Anisotropic filtering and 0xMSAA with Blur, Depth of field disabled please. Post processing is another setting to keep an eye out for in certain games and could be dropped to high. Give me before and after compairsons with my settings and screenshots and i gurantee you notice the fps but not the blur missing. LCD already has inherant blur why do people need to add more?


http://www.tweakguides.com/Crysis3_11.html

Post Processing: This setting controls the color, lighting and blur effects which largely determine the "cinematic" look of Crysis 3. The available options for this setting are Low, Medium, High and Very High. This setting contains the following key components:

Color Grading is enabled at all levels of this setting, controlling the overall color tone of the game world.
A Chromatic Aberration effect is used at all levels of the setting, primarily affecting distant objects and those towards the edges of the screen. This effect is similar to a slightly out of focus image that has barely visible red, green or blue fringes.
Sun shafts through trees and objects ("God rays") are enabled at all levels of this setting.
The strength and quality of the High Dynamic Range (HDR) and Bloom lighting saturation effects are controlled by this setting. The quality of the HDR lighting improves slightly at High, and again at Very High.
At High and Very High an artificial sharpening effect is used to make the image slightly more crisp.
The distance at which motion blur is visible on objects steadily increases from 16 meters at Low, to 64 m at Medium, and 100 m at High and Very High.

Unfortunately, as will be demonstrated in the screenshots below, most of these effects show little variance when the in-game Post Processing setting is altered. This means that to disable or noticeably alter most of these effects, you will need to refer to the commands under the Image Post-Processing category in the Advanced Tweaking section.


Blur on during spin: http://www.tweakguides.com/images/Crysis3/16_3_MotionBlur_Medium.png
Blur disabled during spin: http://www.tweakguides.com/images/Crysis3/16_1_MotionBlur_Disabled.png
 
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