Greetings, everyone.
Today we’re going to test the Quake Champions beta which, as of May 12th, is open to anyone willing to play the game (you can get a key for the beta at quake.com, just like that).
Before getting into details, here’re my current PC specs:
-CPU: i5
[email protected] GHz with Coolermaster Hyper 212 EVO.
-Mobo: Asus Maximus VII Ranger (Z97).
-GPU: Inno3D Twin X2 GTX 1070 (stock) and latest WHQL driver (382.05).
-RAM: 16 GB DDR3@1866, 9-10-9-28.
-Storage: Kingston SSDNow 300, 240 GB (O.S.), Samsung 750 EVO 500 GB (Game).
-O.S: Windows 7 Ultimate SP1 64bit with latest updates.
-Monitor: Acer GN246HL 1080p-144Hz.
The QC beta is a bit tricky to test when it comes to changing a couple graphical settings like Lighting and Textures; These two settings require a game restart to take effect, so what I’ve done is recording some matches playing at different settings and presets.
The game is being designed with high frame rate in mind (120+, according to the developers) so you probably want to keep your frames as high as possible, but also steady.
One important thing though: it is a beta, and so we are going to find bugs. One of the things that’s been bugging me for some time is the fact that the game uses a huge amount of VRAM when running High and Ultra Textures, even on the menus. It’s around 8 GB VRAM for High, and even more for Ultra, which I can’t exactly quantify since I don’t have a Titan X or something with more than 8 GB. I don’t know if this is a memory leak, because we’re on the menu, and High textures don’t really look much better than Medium, especially not on the menu where only our character is displayed.
Anyway, we can see in the video that the game seems to run quite decently for now, on my specs, but honestly when trying to tweak some of the settings I personally haven’t found much of a difference in performance, not even by playing on the lowest preset available, and also not even reducing the render resolution. This is because we’re probably too limited by the power of our CPU currently in the game. Considering I can sustain 120 FPS no problems, it’s quite better than unstable 110-120 to 160 FPS, so I recommend to those who can get high FPS in the game to use Rivatuner to limit the frame rate, since for now the game lacks a frame limiter, or even a console where we could input the usual Quake commands.
Part of that must be due to the fact that this game is not completely 100% ID Tech, but a mix of that and Saber Tech engine, from Saber Interactive. So we’ll have to wait and see if they add basic old school shooter stuff like being able to limit the frame rate, and such.
In any case, those with a 1070 should be able to play the game very well at 1080p, and 1440P as well, above 100FPS most of the time.
For now, since it’s still a somewhat rough beta, we’ll have to wait to see some improvements and other refinements, but so far it’s not looking too bad, from the technical point of view, it’s not the best looking shooter, but looks good enough for an arena FPS, for sure, where speed and smoothness are the key.
I hope this can be useful to any of you, and I’ll see you next time : )