Uploaded October 2017 | Updated September 2026, 2 weeks ago
Dropping the Pre-T2x Resolution to 50% did not net the results I was hoping for, but it does show the 960m running between 50-70fps. Likely dropping the Render Resolution to sub 1080p in combination with a 50/75% Pre-T2x resolution will get us a locked 60fps.
MSI GE62 6QC
i7-6700hq
16GB 2133MHz DDR4
GTX 960m 2G (1324 core - 3125 memory) [Basically a 750ti]
1TB 7200rpm HDD
Recorded at 1080p60@25Mbps.
Edited with DaVinci Resolve 14.
Rendered at 2160p60@50Mbps.
--- I used a low bitrate in order to reduce any possible HDD bottlenecks.
Settings
=Display
Display Mode- Fullscreen
FOV - 90
Display Resolution- 1920x1080
Render Resolution- Native (1920x180)
Pre-T2x Resolution- 50% (960x1080)
Post Process Anti-Aliasing- SMAA T2x
=Texture
Texture Resolution- Normal
Normal Map Resolution- Normal
Specular Map Resolution- Normal
Fill Remaining Memory- On
=Graphics
Shader Preload- On
Anisotropic Filtering- High
Shadows- On
Shadow Map Resolution- Normal
Sun Shadow Bit Depth- Normal
Screen Space Shadows- Off
Screen Space Reflections- Off
Cache Sun Shadow Maps- Off
Depth of Field- Low
Screen Space Ambient Occlusion- GTAO low
Medium Distance Ambient Occlusion- Off
Subsurface Scattering- Off
Dropping the Pre-T2x Resolution to 50% did not net the results I was hoping for, but it does show the 960m running between 50-70fps. Likely dropping the Render Resolution to sub 1080p in combination with a 50/75% Pre-T2x resolution will get us a locked 60fps.
MSI GE62 6QC
i7-6700hq
16GB 2133MHz DDR4
GTX 960m 2G (1324 core - 3125 memory) [Basically a 750ti]
1TB 7200rpm HDD
Recorded at 1080p60@25Mbps.
Edited with DaVinci Resolve 14.
Rendered at 2160p60@50Mbps.
--- I used a low bitrate in order to reduce any possible HDD bottlenecks.
Settings
=Display
Display Mode- Fullscreen
FOV - 90
Display Resolution- 1920x1080
Render Resolution- Native (1920x180)
Pre-T2x Resolution- 50% (960x1080)
Post Process Anti-Aliasing- SMAA T2x
=Texture
Texture Resolution- Normal
Normal Map Resolution- Normal
Specular Map Resolution- Normal
Fill Remaining Memory- On
=Graphics
Shader Preload- On
Anisotropic Filtering- High
Shadows- On
Shadow Map Resolution- Normal
Sun Shadow Bit Depth- Normal
Screen Space Shadows- Off
Screen Space Reflections- Off
Cache Sun Shadow Maps- Off
Depth of Field- Low
Screen Space Ambient Occlusion- GTAO low
Medium Distance Ambient Occlusion- Off
Subsurface Scattering- Off










