We got our first look at Tom Clancy's The Sectionalisation in Jan during an open up beta period which saw over half-dozen.4 million players participate across all platforms. Developed aslope Reddish Storm Entertainment, Ubisoft's latest third-person shooter was announced during the company'southward E3 2022 press briefing and shipped worldwide this week for Microsoft Windows, PlayStation 4 and Xbox One.

Having pre-ordered a copy, we got busy benchmarking the 2nd information technology was released. Yet, earlier we get to The Segmentation's benchmark results and many graphical features, permit's talk about the game itself.

The Division is set in an open world with immersive and destructive environments based on a mid-crisis Manhattan. As an agent, the role player's mission is to restore order by investigating the source of a virus.

Played from a third-person perspective, this shooter has varied weaponry from loftier caliber machine guns to viscid bombs. The environs is full of objects you lot tin use to your advantage and take cover behind during firefights.

With The Division, Ubisoft aims to take graphics fidelity to the next level by enabling new graphical features in an open up world surroundings. The game has been congenital upon the Snowdrop Engine which focuses on dynamic global illumination, destruction and a number of cut edge visual furnishings.

In fact, the PC version has received a full complement of visual effects, including sub-surface handful, spot shadows, ambient occlusion, chromatic aberration, depth of field, contact shadows, wind-affected snow, parallax mapping, vignette and volumetric fog.

Information technology should be noted that The Segmentation is an Nvidia GameWorks title. Thankfully, it doesn't appear as though the inclusion of GameWorks has borked the functioning of this game, as yous will soon see. Information technology does all the same hateful that Nvidia's HBAO+ ambient occlusion, percentage closer soft shadows (PCSS), as well as hybrid frustum traced shadows (HFTS) are included.

Of these visual features hybrid frustum traced shadows (HFTS) is one y'all might not have heard of before and this is its start implementation. This advanced shadow technique is designed to take advantage of the Maxwell graphics carte du jour series and provide realistic geometrically-accurate hard shadows that smoothly transition to soft shadows in existent time. Substantially HFTS is an enhanced version of PCSS equally information technology builds on the technology. Hybrid ray traced shadows uses ray tracing instead of shadow maps to create sharper shadows that await better upon close inspection.

Testing Notes

To my surprise, The Segmentation includes a benchmark tool that wasn't present in the beta version and information technology offers a adept mix of demanding/typical gameplay scenarios, which is why nosotros decided to use it. The congenital-in benchmark also has the advantage of being highly repetitive, otherwise reliably testing The Segmentation would take proven extremely hard for a few reasons.

First, the game is loaded where you were last positioned in the open up world or very nearby. This ways afterwards completing a benchmark run you'd have to return to the starting location before quitting, essentially running every test twice, and since nosotros have an average from two or 3 runs that becomes pretty painful pretty fast.

However, the real issue for gathering accurate results would be the nighttime and solar day cycle. Every bit the time of day is ever shifting, we noticed that frame rates were higher at night and the belatedly evening when compared to during the day. Anyway, the benchmark tool solves this past testing at the exact same time of 24-hour interval every time. Yous tin besides run your ain tests and make rough comparisons confronting our results.

Benchmarking was conducted at 1080p, 1600p and 2160p (4K) resolutions using the 'ultra' and 'high' quality presets. The key differences being that ultra enables college level spot shadow resolution, contact shadows, anisotropic filtering level, ambience occlusion, depth of field, volumetric fog, local reflections forth with greater object detail and extra streaming distance.

Test System Specs

  • Intel Core i7-6700K (four.00GHz)
  • 4GBx2 Kingston Predator DDR4-2400
  • Asrock Z170 Extreme7+ (Intel Z170)
  • Silverstone Strider 700w PSU
  • Crucial MX200 1TB
  • Microsoft Windows x Pro 64-bit
  • Nvidia GeForce 364.51 Beta
  • AMD Cherry-red Edition 16.3 Hotfix
  • Radeon R9 Fury X (4096MB)
  • Radeon R9 Nano (4096MB)
  • Radeon R9 390X (8192MB)
  • Radeon R9 390 (8192MB)
  • Radeon R9 380X (4096MB)
  • Radeon R9 380 (2048MB)
  • Radeon R9 290X (4096MB)
  • Radeon R9 290 (4096MB)
  • Radeon R9 285 (2048MB)
  • Radeon R9 280X (3072MB)
  • Radeon R9 280 (3072MB)
  • Radeon R9 270X (2048MB)
  • Radeon R9 270 (2048MB)
  • Radeon Hard disk drive 7970 GHz (3072MB)
  • Radeon Hard disk drive 7970 (3072MB)
  • Radeon HD 7950 Boost (3072MB)
  • Radeon HD 7950 (3072MB)
  • Radeon HD 7870 (2048MB)
  • GeForce GTX Titan (6144MB)
  • GeForce GTX 980 Ti (6144MB)
  • GeForce GTX 980 (4096MB)
  • GeForce GTX 970 (4096MB)
  • GeForce GTX 960 (2048MB)
  • GeForce GTX 950 (2048MB)
  • GeForce GTX 780 Ti (3072MB)
  • GeForce GTX 780 (3072MB)
  • GeForce GTX 770 (2048MB)
  • GeForce GTX 760 (2048MB)
  • GeForce GTX 750 Ti (2048MB)
  • GeForce GTX 680 (2048MB)
  • GeForce GTX 660 Ti (2048MB)