Gaming Graphics Reviews Software

Tom Clancy's Ghost Recon Breakpoint – Ubisoft's FarAssassinsDivisionCryCreed or how to get everything and nothing, including benchmarks

Let's be honest: I was really looking forward to the game. With Ghost Recon Wildlands I have already spent a lot of my rather scarce free time in the past – voluntarily and really motivated. That's when the new game came to me just right. Or maybe not? I'm still really at a sway, whether all this has been mixed together chaotically to the point of ingenuity or confused to the point of waving off. The game offers extreme light and shadow games with lots of murky corners and flashing highlights from time to time. Contrast program.

Please shake everything properly, not stir and the cherry please with the stem down. It shook me several times during the 12 hours invested while playing and I was still not stirred in the least. As almost always, Ubisoft relies on Open World (nothing bad per se) and the World Wide Web in the permanent loop, which can become a hurdle (and often, unfortunately enough, too). These were my very personal break points, the point with the greatest stranglereflex. The game itself is not bad, but far too much has been thrown into over-motivated and too haphazardly, so everything that the digital Ubisoft asset warehouse gives. And that's a lot in terms of game series like The Division, Assassins Creed, The Crew and of course Far Cry.

Let's start by looking at the nicer views for browsing through in Ultra HD. Even if many textures in this resolution come along rather muddy, for Full HD it is enough. As long as you don't look down or look at the rocks. The differences between the individual presets are not so extreme from level to level, only when comparing the two extremes of Low and Ultra. If you're playing with weaker hardware, you'll have to make a compromise in the optics, otherwise the playability will go over the Jordan. Up to 8 threads are already really loaded, especially in the forest.

And please, I'm not the bad grind either, even if you will hate the derived verb after just one hour.  Loot rarely does well. The game world is as open as an open leg, but much less exciting. Even more boring, by the way, is the content of the almost infinite booty boxes, which fundamentally contradict themselves and the principle of hope. Same weapon model with standard technology suddenly beats advanced technology, knitted field hat beats high-tech helmet and still some quite abstruse candies with extra-furry taste. And upgrading doesn't bring much anyway, certainly no points.

Playing against AI quickly becomes bland, but it works in principle too. Of course, you can also play the whole thing for hours grinning in the single player (as I usually do). Weapons are a little unbalanced and far from reality, as far as revaluation is concerned. You can also achieve significantly better results with a supposedly lower-rated weapon. The physics of the vehicles is pure arcade, but we know that from the other titles. Only the engine noise could have been taken over by Wildlands, because in this game a lot sounds like a pimped-up moped on Extasy.

It's all big and expansive, fat plus point. A lot of things look good (if you don't look at the floor), another plus point. It still runs quite manily on older hardware, but likes 6 to 8 cores or at least 4 or 4. 6 with HT/SMT. But it all seems quite lifeless and sterile despite partial hardware fragility, the menus are confusing and confusing, the tutorials annoying and some bug destroys longer game progress, because the savepoints are on the one hand suboptimally selected and the server on the other hand, i like to mack. And if you're unlucky, that's exactly what happens here:

It is not acceptable that during a heli flight over the mountains you suddenly lose your connection and then stand on the water somewhere else after the reload without a heli. Am I perhaps Jesus? This always on, even if you play alone, annoys and you often don't have enough desire to just pull the plug, because it's all so broken. Instead of monetization, it would have been better to put the money into a working technology. The approaches are good and in places remarkable, only the finish is also from Ubisoft's point of view a real self-punishment in places. Dominam meets Domino. For this, many cut scenes compensate in high quality.

Speaking of bugs, there are some. Collision queries that quickly leave you stuck, an AI that is stuck in walls and otherwise has the IQ of a roll of toilet paper and various graphic wallpapers that don't look any better as recycled paper after 10 years. The following gallery shows a few snapshots that you don't really want to see in the game:

The operation seems uninspired, often even illogical, and the menus are so nested and messed up that you often spend enough time in than outside. Speaking of time, the game stretches quite neatly (and toughly) thanks to countless side quests and several main strands, even if many things are extremely similar. And since there are only limited fast travel options (the bivouacs should either be found as quickly as possible or always choose as information), you often really only have the heli.

Navi-help as in Wildlands does not exist and also the map is rather rudimentary. It feels like a censored shell atlas in the Soviet Union in the 1980s. Blind flight and compass. Good, enough scolded. In fact, everyone should form their own opinion. Before the benchmarks, however, let's quickly come to the test system used.

Test system and measurement methods

I have described the test system and the methodology in great detail for years and therefore, for the sake of simplicity, I now refer only to this detailed description. So if you would like to read everything in detail afterwards, you are welcome to do so.

If you are interested, the summary in table form quickly provides a brief overview:

Test systems and measuring rooms
Intel Core i7-9900K
MSI MEG Z390 Ace
G.Skill TridentZ DDR4 3600
1x 1 TByte Toshiba OCZ RD400 (M.2, System SSD)
2x 960 GByte Toshiba OCZ TR150 (Storage, Images)
Be Quiet Dark Power Pro 11, 850-watt power supply
Alphacool Ice Block XPX
5x Be Quiet! Silent Wings 3 PWM (Closed Case Simulation)
Thermal Grizzly Kryonaut (for cooler change)
Lian Li PC-T70 with expansion kit and modifications
Monitor: Eizo EV3237-BK
Power consumption:
non-contact DC measurement on the PCIe slot (Riser-Card)
non-contact DC measurement on the external PCIe power supply
Direct voltage measurement on the respective feeders and on the power supply
2x Rohde & Schwarz HMO 3054, 500 MHz multi-channel oscillograph with memory function
4x Rohde & Schwarz HZO50, current togor adapter (1 mA to 30 A, 100 KHz, DC)
4x Rohde & Schwarz HZ355, touch divider (10:1, 500 MHz)
1x Rohde & Schwarz HMC 8012, digital multimeter with storage function
Optris PI640, infrared camera
PI Connect evaluation software with profiles
NTI Audio M2211 (with calibration file)
Steinberg UR12 (with phantom power for the microphones)
Creative X7, Smaart v.7
own low-reflection measuring room, 3.5 x 1.8 x 2.2 m (LxTxH)
Axial measurements, perpendicular to the center of the sound source(s), measuring distance 50 cm
Noise in dBA (Slow) as RTA measurement
Frequency spectrum as a graph
Operating system Windows 10 Pro (1903, all updates), driver as of 07.10.2019

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About the author

Igor Wallossek

Editor-in-chief and name-giver of igor'sLAB as the content successor of Tom's Hardware Germany, whose license was returned in June 2019 in order to better meet the qualitative demands of web content and challenges of new media such as YouTube with its own channel.

Computer nerd since 1983, audio freak since 1979 and pretty much open to anything with a plug or battery for over 50 years.

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