Just Cause 3 – PC Graphics Options Revealed

Paris Games Week is currently underway and Avalanche’s Just Cause 3 is playable on the PC. And thanks to our reader ‘ManWithNoName’, we got ourselves the PC graphics options that will be featured in it.

PC gamers will be able to select the game’s resolution, as well as enable/disable VSync, Fullscreen, SSAO, Motion Blur, Edge Fade, Global Illumination, Screen Space Reflections and Bokeh Depth of Field.

In addition, PC gamers will be able to adjust Anti-Aliasing, Water Detail, LOD Factor and Shadow Quality.

Just Cause 3 releases on December 1st and Avalanche has not revealed yet the game’s PC requirements!

Image is courtesy of WCCFTech

29 thoughts on “Just Cause 3 – PC Graphics Options Revealed”

    1. Mad Max didn’t have a lot of draw calls. So yes it was playing smoothly but the “real estate” you were seeing all the time wasn’t that hard to compute.

        1. Indeed, but do we know if JC3 will be “a barren world” as much as JC2 or MM ? I Haven’t watched a lot of videos but form what i’ve seen it looks much more crowded than MM.

          1. It is a lot more crowded than Mad Max. That’s why there is more pop in, and some of the textures aren’t that high res.

        1. No it wasn’t. Every single tree, clump of grass, bush and AI was a space in memory. Not to mention the massive terrain. Even if there were sections of the map with just trees, it wasn’t by any means “empty”. That vegetation is still “something” that needs to be rendered. Its the same thing with JC3.

          As for Mad Max not being hard to compute, that’s not true at all. Because it did not have had a lot of AI and Vegetation, they were able to up the overall fidelity of the world and the models in the world. As far as massive open world games go, it probably has the best textures and most particles on screen, because they don’t have a lot of vegetation and AI to worry about. Notice that some of the textures and models in JC3 aren’t even on the same level as Mad Max’s. All that fidelity, plus the dynamic wind system in Mad Max needs a lot of computing power.

  1. How many games are using DX12 in 2015?

    Only 2 so far. 1 is in Early Access and the other is an Indie Horror game that many have not even heard about. 2016 is the year of DX12 not 2015.

  2. Quite basic options compared to Mad Max isn’t it?
    Not going to complain much though, game still seems gorgeous and has a good art style.

      1. Well At least they can do types of SMAA right and not make it shut off like Ubisoft does when I turn SLI on XD.

      2. JC2 didn’t use deferred rendering, that’s why MSAA was an option. My guess is they havn’t implemented MSAA in their newer DX11 engine.

      3. SMAAT2X is technique contains:
        accurate distance searches, local contrast
        adaptation, sharp geometric features and diagonal
        pattern detection
        +
        temporal
        supersampling.
        Means that only SMAA1X is post processing technique only, higher levels include also some form of MSAA/SSAA.

        1. I used T2X in Black Ops 3 and it was extremely blurry and the perf hit was not justified. In the games that support it, I’ve found that MSAAX2 coupled with FXAA/SMAA gave extremely good results since one compensates for the others shortcomings.

  3. Just Cause 3 Graphics Options

    Fullscreen – Yes / No
    Vertical Sync – Yes / No
    Anisotropic Level – Off / 2X / 4 / 6 / 8 / 10 / 12 / 16
    Resolution
    Anti Aliasing – Off / FXAA / SMAA / SMAA T2X
    Water Detail – Low / Medium / High / Very High
    Level of Detail Factor – Low / Medium / High / Very High
    Shadow Quality – Low / Medium / High / Very High
    SSAO – On / Off
    Motion Blur – On / Off
    Edge Fade – On / Off
    Global Illumination – On / Off
    Screen Space Reflections – On / Off
    Bokeh Depth of Field – On / Off

    These are the options.Its just me or i cant see other game with SMAA included.
    SMAA is the best AA in gaming.Ofc plus SweetFX/ReShade. 🙂

  4. Apologies for the late response but comments that contain links need to be manually approved (something that helps us in situations like this 😉 ). Story fixed.

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