It’s been a while indeed, as normally happens when life comes at you fast. Things have changed a lot here, and my time for games has been massively reduced – though this has had the side effect of making me slightly more interested in mobile games. When you have little time, you want to play in small sessions.
Among other things, I have very slow internet in this house, which kinda puts a dampen on my addiction to benchmarks. It takes around two hours to download a 25GB game, and my browsing is very slow in the meanwhile, so of course I gravitate more towards mobile games while bigger ones are downloading.
Still, the downloads eventually finish. And one of them was the Immortals of Aveum demo. Aside from having the most facepalm-worthy name of the century, it’s notable for two things: it supports FSR3 (which by the way is somewhat underwhelming – it does increase the maximum framerate, but the minimum doesn’t seem to change much, and the extra lag is quite noticeable to me… I guess it only works well with 60+ FPS games in the first place). And it has a peculiar method of quantifying your GPU’s power budget: with a single number.
In fairness, maybe it’s not so peculiar. After all, our very basic method of quantifying a GPU’s power in Teraflops is effectively the same thing. And I suppose it’s still a little more interesting than games where all you get is the required VRAM. Then again, this game won’t tell you that, so… win some, lose some.
I don’t think it’s very useful regardless, because it doesn’t change depending on the chosen resolution. I guess the game thinks my power budget is the same, no matter if I chose 4K or 320×240? And in the end, my GTX 1650 was still running the game decently… somehow… ok, that’s a very generous take on the results. But they weren’t nearly as bad as the above numbers would imply (ah, the power of 720p and FSR Performance).
I guess after all, the best way to make sure a game runs well is to simply run it yourself… and hope for the best.