Hitman 3 PC: the best settings

Hitman 3 PC: the best settings
Hitman 3 PC: the best settings

Hitman 3 arrived this week in what has become the series’ biggest digital release to date – and rightly so.

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The culmination of the current trilogy, Hitman 3 dominates the generation with the most impressive iteration of the Glacier Engine to date, with all of the current Hitman content changed from the current generation in the latest game, while fundamentally redesigning them. new generation consoles. PC owners can also rejoice: the game does it all for the PS5, X Series and more, with great upgrades and additional expandability.

In presenting this article, IO Interactive has provided us with the exact computer settings for each console the game is running on. So, using these settings on a PC at the right resolution, it is possible to see how a PC’s GPU performs compared to consoles, with some interesting notes. First off, I’d like to give IO a few titles for a more premium PC options menu. Lack of precision in settings was a real problem I encountered with Hitman 2, but this has been improved over time and these efforts have been applied directly in Hitman 3, allowing high-end PC users to increase accuracy in relation to the quality of the console.

It starts with Shadow Quality, which sees the PS5 do with the normal preset, with the Xbox Series X taking that to a high level. Ultra allows PC users to further optimize the effect and in my testing it had very little impact on performance.

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The clogging around the screen space is interesting, as all console designs run at the “minimum” setting – perhaps not surprising when drops from maximum to minimum can add 20% to frame rate. Minimum might seem a bit harsh, and I would say Support is the optimal setting – you can restore 16% of the frame rate by canceling the maximum, and halo artifacts are reduced in the process.

A detailed breakdown of Hitman 3 on PC, where your GPU budgets are spent, and how it all compares to next-gen consoles.

Screen space mirroring is also taxing, with next-gen controllers equivalent to your average PC setup. This is what I recommend for the optimized settings as well – when you step back from a peak, you’ll get four percent of the performance, and while the adorable artifacts are present, they don’t distract in most scenes. Another important parameter is the quality of the mirror – a rendering of a texture effect that allows the game to paint the same scene from an additional angle. When a mirror dominates the stage, the result of the performance is more evident. Here I found an anomaly – IO tells us the PS5 shows up in the midrange PC setup, but that doesn’t seem to change the resolution from the high setting of the PC version when it really should. If the middleman corrects, I would recommend it based on what the PS5 has to offer, but for now the higher settings should do the trick.

Level of detail is the last significant parameter you should look at – the higher you set it, the more detail you will find in the distance. IO installs next-gen controllers in an average setup, but in a balanced fashion I recommend the high preset for optimized settings, as I find the popup to be a distraction on the mid and low levels, and indeed on the consoles. Then there’s the Motion Blur setting to consider – its performance is only really noticeable if you have fast moving objects that take up most of your camera view, as the top-to-bottom shift produced a maximum of 15% more performance. But it’s really weird – I recommend tailoring it to what looks best to you. For recording, the controllers turn it off.

From there, we move on to the exclusive settings for the PC, and start with the quality of the simulation. There are two options here – basic and better, all controllers using the latter to reduce CPU load. By choosing the base configuration, remote NPCs are effectively half refreshed and other functionality is changed as well. To be honest, only NPCs were visible to me. IO recommends the primary choice for those with quad core processors and to be honest I will choose the best. It worked fine for me on the Ryzen 5 3600 – the mainstream processor right now.

Our video also includes a review of the best PC GPUs compatible with the PS5 and X Series – the RX 5700 XT is watching here very soon…
DF optimization parameters PlayStation 5
Shade quality haute Average
SSAO Average Minimum
Screen space reflections Average Average
Mirror quality haute Average

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The level of detail quality

haute Average
Simulation quality Better Parked
Quality of motion blur Medium (optional) switch off
Variable rate shading Quality (if supported) Unavailable
Quality texture Super Super

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The final option is variable rate shading – which appears to be the least impressive first-level application supported by Intel integrated GPUs, and applies to objects in the scene rather than the perceptual similarity of the color or animation speed found in the Layer 2 variants of VRS featured in titles like Gears 5 or Wolfenstein Games. There are two options – quality and performance – and I cannot recommend the latter, which significantly affects the overall quality. If your GPU supports VRS, there is a 3% increase in frame rate using Quality mode, based on an analysis of the game benchmark.

Overall, looking at our optimized settings, they are similar to the compromises made on consoles like the PlayStation 5 or Xbox Series X, but intentionally placed higher in areas where I believe quality can be achieved without too much effort. ‘effort. Significant reduction in performance. When you activate the optimized settings over the benchmark maximum, you get an impressive 17% performance advantage and the game looks basically the same in most scenarios. In the video, you’ll see how it all works on a range of Nvidia and AMD GPUs, but I was also impressed with the CPU performance.

With Hitman 3, DX12 is the standard, and DX11 viewer is deprecated, which improves processor performance. I tested a scene that turned out to be particularly CPU heavy in Hitman 2 and found that even the traditional Ryzen 5 3600 processor performed wonderfully – and even the lowest frame rates were in the 1980s. In terms of percentages, the Ryzen 9 3900X performed around 17% better than the 3600, and the Intel Core i9 10900K got a 32% advantage.

Our full overview of Hitman 3 at Digital Foundry Technology Review.

Knowing that we can get an exact match with the console settings using IO, I think it might be interesting to see how a PC’s GPUs stack up against PlayStation 5 and Xbox Series X in using a Hitman 2 Miami stage stress test scenario – One of the only places you’ll find a drop below 60 fps on the PS5. You’ll find my full in-video work at the top of this page, but it’s probably not too surprising that AMD’s Radeon RX 5700 XT offers the closest match to Sony’s new hardware. It has four more Navi arithmetic units than the PS5, but it runs at a slower clock. I had fun with this, and comparisons to the X-series in 4K are also interesting, but I expect memory bandwidth to play a big role in the score depending on what’s on offer, as overspray of particles is the most obvious challenge presented by the scene.

Finally, the PC version of Hitman 3 is great – looks and performs well, and I hope to see more improvements to this version over time. In particular, I can’t wait to see what kind of ray tracing might be added in the future – the current screen space reflections are good, but it looks like a number of levels in Hitman 3 could really benefit from full RT alternatives. It would also be nice to see how DLSS performed on Glacier Engine. Nvidia’s AI upgrade typically results in “better than original” picture quality in games with heavy TAA and post-processing, so I’d be interested to see how you perform on a more precise and crisp title like this one. We hope to see this in the future, but for now it’s highly recommended to use Hitman 3 on PC.

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