#Jump force pc full plus#
On the plus side, characters look pretty good regardless of settings on the downside, the environmental details take a huge hit if you lower them. In short, while you might want to turn that off to get rid of motion blur, you want to turn it on to make things look… well, normal. Shadow quality definitely plays a part there (as setting that to Low pretty much turns off all environmental shadows), but Post-Processing is responsible for the brightened, washed-out look that appears to desperately need a contrast adjustment. The difference is almost literally night and day, especially in the two screens I took in the lobby area. The game doesn’t have difficulty rendering it on minimum settings or anything. Please note that Kenshin’s top is not shredded because of the settings, here. In fact, motion blur appears to turn up if you have Post-Processing set to anything above Low, which gets us screenshots like this: I’m still not entirely certain on some of what they turn on or off on different settings, barring some very, very obvious changes, but my biggest problem is that motion blur is tied to Post-Processing. I do have issues with the very nebulous “Post-Processing” and “Effects” options.
#Jump force pc full Pc#
No higher, I’m afraid, but that’s not much of a surprise for a PC port of a console-focused fighting game. V-sync can be enabled or disabled at a whim, and you can cap your framerate at either 30 or 60. Borderless window is always nice to see, at least, and every option – with the exception of Anti-aliasing and Grass Density – goes Low/Medium/High/ULTRA. Not terrible, but there are some glaring omissions. With the specs out of the way, let’s look at what we’ve got in terms of graphical options. Graphics: GeForce GTX 1080 Ti Jumping Into How It Looks
Graphics: GeForce GTX 1060 / Radeon R9 Fury Processor: Intel Core i7-6700 / AMD Ryzen 5 1400 Graphics: GeForce GTX 660 Ti / Radeon HD 7950 This singular aspect is just weird and, frankly, comes across as more than a little lazy on Bandai Namco’s part.Ĭontrols can (thankfully) be remapped, but frankly, I just expected better! Then again, as PC gamers, we’re well used to getting this sort of treatment.Your avatar can have a really cool pompadour, so that’s +1 for Jump Force. I again reiterate, the port isn’t bad, but it’s simply just weird to have seen so many instances of console fingerprints being carried over. I could go on, but in truth, you’d have to try it for yourself to really understand how weird this is. As a PC gamer for over 25 years now, this is just completely against my nature! Oh, and if you prefer to use a keyboard and mouse? Well, forget it! While these controls do work (and work well) you’re only ever given command prompts relating to a controller. This, in itself, took me more than a few minutes to come to grips with and, in truth, I still find myself popping escape to no avail.Īdditionally, while the mouse works well practically everything is ‘clicked’ using the right button.
Do you want some examples? Well, firstly you need to press TAB (not escape) to access the menus. It actually all boils down to the way the game interface works. The problems we have here are not FPS or stuttering related.
I should highlight again that the PC version runs great. While the game runs excellently, there is a hideously high-level of console fingerprints which make the experience just… weird.
#Jump force pc full full#
There is, however, a matter of deep curiosity surrounding the full release in regards to the PC release.
I have, admittedly, been very interested in this game for some time and having played the PC version for a few hours now it seems decent if, once again (and not unusual for this type of game), not quite achieving its full potential. Unless you shelled out around £80 to obtain the ‘Ultimate Edition’ of Jump Force (which allowed for early-access to the game), today marks the official ‘peasant’ release of the highly-anticipated manga-themed fighting game.