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Tom Clancy's Rainbow Six Siege launches worldwide today across multiple platforms. On PC there are enhanced graphics, higher rendering resolutions, and technically- advanced NVIDIA Game. Works effects that raise the bar for graphical fidelity. In this guide we’ll examine Rainbow Six Siege's PC- only upgrades, explain how they work, show comparisons that highlight their benefits, and reveal their relative performance cost at 1. PC gaming resolution. So come on in for the year's final Ge. Force. com Graphics and Performance Guide. Article Contents. System Requirements. The official Tom Clancy's Rainbow Six Siege system requirements recommend that gamers equip their systems with a Ge. Force GTX 6. 70 with 2. GB of VRAM. As you'll see in this guide however, Rainbow Six Siege features high- resolution textures, high- fidelity graphics, and NVIDIA Game. Works technology that enhances anti- aliasing and ambient occlusion in each and every match. For a system capable of enabling these effects and making of the most of the PC- version's graphics you’ll need to build your new PC, or upgrade your old system, with the Ge. Force GTX 9. 60, which will enable a High level of detail with HBAO+. For a maxed out 1. CPU and GPU combo, as we detail later, and per Ubisoft you'll need at least 8. GB of RAM and 4. 7GB of disk space, too. Tom Clancy's Rainbow Six Siege PC- Exclusive Graphics Enhancements. Playing Tom Clancy's Rainbow Six Siege on a high- end PC gives you the grunt to render the game's PC- exclusive features, effects and technologies, which combine the other enhancements to increase fidelity far beyond the level seen on other platforms. For detailed explanations of each, and demonstrations of their capabilities, keep reading. For a first look, check out our Tom Clancy's Rainbow Six Siege Ge. Force GTX Technology Trailer: Ambient Occlusion. Ambient Occlusion (AO) adds contact shadows where two surfaces or objects meet, and where an object blocks light from reaching another nearby game element. The AO technique used and the quality of the implementation affects the shadowing's accuracy, and whether new shadows are formed when the level of occlusion is low. Without Ambient Occlusion scenes look flat and unrealistic, and objects appear as if they are floating. In Tom Clancy's Rainbow Six Siege, the Ambient Occlusion option enables players to pick between Ubisoft's SSBC effect, and our HBAO+ technique. First seen in Far Cry 4, SSBC is Ubisoft's current- generation, self- made, cross- platform AO technique that utilizes up to 1. Rainbow Six Siege) to deliver significantly improved AO shadowing compared to SSAO, which was seen in previous Ubisoft titles. As in Far Cry 4, SSBC does an admirable job and has aesthetically- pleasing —if inaccurate— shadowing around Rainbow Six Siege's ever- visible weapons and gadgets. Over range it falters however, with HBAO+ delivering more accurate, more visible AO shadows across distant views. And up close, SSBC's intentionally- heavy shadows can at times appear out of place, with large halos around placed explosive charges, and thick AO shadows visible even in direct sunlight. Below, a series of interactive screenshot comparisons highlight these differences, enabling you to choose the AO technique you prefer. In our first set of screens and comparisons, HBAO+'s ability to accurately shadow all scene elements greatly improves realism and fidelity, with even the inside of storage boxes being shadowed. Here, halos are removed from around the debris on the floor, and the microwave is correctly shadowed, as there's no illumination within the device or casting directly onto it. This degree of accuracy extends across every scene in every environment in Rainbow Six Siege. Even something as simple as foliage is difficult to render and shadow accurately, and here HBAO+ correctly shadows the deeper layers that aren't illuminated. Across a wider view, the benefits of HBAO+ are further exemplified. HBAO+'s underlying advantages, detailed here, affect every effect. Here, Screen Space Local Reflections are better defined, and on the left- most column are clearly visible because the reflective detail isn't being suppressed by SSBC's overly- intensive shadows. In some locations, the two implementations merely appear different, rather than right or wrong. Here though, in direct sunlight, SSBC is undeniably inaccurate, with a sizeable, unrealistic halo being rendered around a breaching charge. As the interactive comparisons and screenshots demonstrate, our HBAO+ Ambient Occlusion technique improves immensely upon the often- eye- pleasing SSBC technique. With HBAO+, AO shadowing is improved, entirely new shadows are rendered, rendering distances are increased, and detail has even greater depth with the smallest of details being accurately shadowed. Performance: Enabling SSBC costs a moderately expensive 7 frames per second in Rainbow Six Siege, and HBAO+ 1. Without Ambient Occlusion, image quality is greatly diminished, so most players will likely want to opt for at least one of the techniques. Which one that is may come down to personal preference: some may prefer the deep shadows that bring extra depth to weapons, while others may prefer accurate shadows across all surfaces and objects. Anti- Aliasing. Rainbow Six Siege features seven hardware anti- aliasing modes, plus two post- process anti- aliasing techniques, giving us a total of 2. Split between . Alternatively, NVIDIA Ge. Force GTX users can simply select TXAA, which tackles every form of aliasing game- wide. Before we dive into the combinations of options and a look at the modes you likely recognize, let's examine Temporal Filtering, found under . In other words, a 1. MSAA is applied to smooth out the now- rougher edges. This manifests as a reduction in the quality and visibility of Ambient Occlusion shadowing, increased shader aliasing, decreased lighting and shading fidelity, and a loss of fidelity on smaller game elements, such as leaves, grass, visual effects and minute pieces of geometry. In testing, performance increases by almost 3. VRAM use is reduced by up to 2. MB, enabling lower- end systems to play with faster framerates and other options enabled, giving a better overall experience than they could otherwise receive. However, because of its alternating frame technology, whereby it combines reduced- resolution images from multiple frames to reconstruct a final image, Temporal Filtering should not be used with the game's Post- Process Temporal Anti- Aliasing (T- AA), which uses similar techniques to prevent temporal aliasing. If you use the two together transparencies can be rendered incorrectly, and the quality of other game elements can be further degraded. Temporal Filtering is an excellent addition for low- end users, and we hope to see it utilized more in the future. Meanwhile, for high- end users there's a similar degree of anti- aliasing lovin' with the addition of MSAA and TXAA. MSAA is the original anti- aliasing, having tackled aliased edges in games for over 2. Nowadays it's often incompatible with advanced lighting engines, and is always expensive in terms of performance and video memory. It does remain the 'cleanest' method of AA, however, having zero impact on the clarity of textures or surfaces. But because it can't anti- alias transparencies, or perform temporal anti- aliasing, it's quickly falling out of favor in games where it can't be combined with another technique. In Rainbow Six Siege players can combo it, enabling the use of up to 8x MSAA, and Temporal Anti- Aliasing (T- AA), delivering a clean image that can be re- sharpened with a post- process injector to counteract T- AA's softness, which at times reduces detail by a quite considerable degree, as you can see on the rebar in our comparison below. If you decide to use just MSAA, you can decrease its performance cost with NVIDIA Multi- Frame Sampled Anti- Aliasing (MFAA), a technique exclusive to Ge. Force GTX 9. 00 Series GPUs. With 2x MSAA selected in- game, and MFAA activated in the NVIDIA Control Panel, MFAA will increase the quality of the anti- aliasing to a level near- identical to 4x MSAA, for only a small performance cost. Learn more here and in the video below, and check out the benchmark chart at the end of this section to see how MFAA improves anti- aliasing performance in Rainbow Six Siege. Via the in- game menu, Ge. Force GTX users can also opt for TXAA, which combines MSAA with a custom CG movie- style resolve and a temporal filter to improve upon the edge and temporal aliasing of the MSAA T- AA combo. To wrap things up here's a look at every AA solution available, with the exception of MFAA as it appears identical to MSAA. If you spent a few hours checking out each and every comparison above, you no doubt saw that combining T- AA with MSAA can occasionally result in some visual oddities, but on the whole it remains the best platform agnostic solution in our opinion. That said, aliasing does remain at 1. To tackle what remains, downsampling is required. Performance: Like other settings in Rainbow Six Siege the cost of ordinarily inexpensive features, like FXAA, is higher than expected, with the normally- free anti- aliasing option costing 5. The much- better T- AA, meanwhile, weighs in at 7. Multisample Anti- Aliasing has a much greater cost, as you'd expect, with 8x MSAA demanding over 4. At the other end of the scale, 2x MSAA costs 1. FPS, 2x TXAA 1. 4. FPS, and 2x MFAA, equivalent to 4x MSAA in terms of image quality, 1. FPS. If you're adding T- AA to MSAA, instead of using TXAA, the combo option costs around 6 frames per second more. If you're only using MSAA, MFAA saves you a little over 9 frames per second. All said and done, here are our recommendations for Anti- Aliasing use.
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