![]() The Canadian has been passionate about the sport since growing up. “At first, I mainly took the van out to take part in a mountain bike racing series,” Dune says. This van was Dune Casu’s home and workspace for some time. Photo credit: Dune Casu. ![]() After some first testing trips, a long journey started which ended in the release of his second game, Art of Rally. I added a kitchen, a bed, and solar panels as well as power and storage,” the programmer recounts. “In the beginning, it was just a traditional metal cargo, a bare shell. But finding a new home was difficult and so he came up with another idea: buying a camper van and converting it into a mobile home. “I wanted to move out after the release,” the 30-year-old remembers. In 2015, this fact caused the Canadian a dilemma: he had just released his first game, Absolute Drift, which he developed while still living in his parents’ house. ![]() Buying a house in his hometown is more expensive than it is in London, Los Angeles, or New York. “Vancouver is one of the most expensive places in the world,” Dune Casu states. Just like the art style of the game, the story about its development is unique and fascinating. The game Art of Rally paints a minimalistic yet beautiful picture of the sport. It is fast, dangerous, and extremely challenging. Rally is unlike any other motorsport on this planet. As you pass the spectators by just centimeters, one small mistake is enough to end in disaster. While you push the pace to the maximum, you do not know what lies beyond the next corner. You drive your car through mud, sand and on narrow forest roads. Out there, it is only you against the elements and your own fear. That's it for the test setup and methodology - let's get into the benchmarks.Dune Casu developed his love letter to rally while driving across North America with his camper van. If the results remain inconsistent or odd, such as those of the shadow distance settings, further benchmarks are run on two other systems for confirmation, an i7-6700HQ/GTX 1070 laptop and an R5 3600/GTX 980 desktop. Each individual setting is tested over two passes and, if the results are not consistent, retested further. This base was tested over a dozen times to ensure consistency and determine margin of error. All passes last between 150 and 170 seconds and are performed with no significant crashes or respawns.Įach individual setting is compared to a base setup using the settings mentioned above. Aside from the specific setting being tested, all settings are set to either "highest" or "on," while anti-aliasing is set to "TAA" and vegetation renderer is set to "indirect." Each benchmark pass consists of a full time attack run of Lamppi, Finland set to afternoon in the Fujin, and takes place from shortly after the countdown begins to just before the end of the stage. Camera 1 was used at the default FOV of 40. The game runs at 3440x1440 with no framerate cap and v-sync off. Version 1.1.0e of the Steam game is run on my personal Windows 10 system running a Core i9-9900K, GTX 1080 Ti, and 32GB DDR4-3200 CL16 memory. I also briefly tested each camera and found that camera 1 was the most demanding, while each camera following it gained a degree of performance. Each weather setting was also tested, but only sunset came close to being as demanding as afternoon. I tested several courses and eventually settled on Lamppi as the most consistently demanding, though all of Finland is typically quite demanding, as is Kvannkjosen. You can find the full testing methodology below. If you're planning on fine-tuning each setting, it's important that you read the notes for each setting rather than skim through the benchmark graphs. For example, each shadow distance setting has the opposite effect of what's intended. In the process of testing each setting, I noticed not all is as it appears to be. All options will be covered here, and at the end of the guide, I'll provide my recommended settings for three kinds of experiences: high-quality, mid-tier, and the bare minimum. For the past three days, I've been benchmarking each graphics option in Art of Rally in order to evaluate the impact on visuals and performance.
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