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PC specifications for Elden Ring released

1050 Ti, 1650, 1060, 2060

I don't understand 25 seconds in with that open world cavalier, the frame times seems ok?

Fake performance video like we sometimes see or legit?

There have been lots of fakes uploaded today, and this might be one of them. But this is the most believable I've seen yet.

If true, the game juuuust pushes the 2060 slightly too hard at Ultra, and lower settings are all good to go for 60. By the time you get to medium settings, everything mainstream (1060 6GB and better) will be at 60. And low runs great on even entry level reasonable gaming cards.

This may be the kind of game that looks nearly as good at lower settings but performs much better, due to the strength in the art style.

We need digital foundry to jump on this ASAP!

FWIW, saw a fairly in depth console comparison and it's not a pretty story there. I think they said only the PS5 tends to get to 60fps most of the time, with all other platforms struggling in the 40s during combat, or even much worse for last gen.
 
rockpapershotgun did a performance preview:
Admittedly, when I tested the GTX 1060 it was a 6GB version – not 3GB – and it was installed in my main test rig, which has a very much above-spec Intel Core i5-11600K and 16GB of RAM. But given this combination averaged 49fps at 1080p using the Maximum graphics preset, having less memory or an older GPU shouldn't preclude you from clearing the 30fps mark at this resolution. Especially if you drop the quality: the High preset averaged 55fps, while Medium managed 59fps and Low pushed out a near-constant 60fps.

The 6GB GTX 1060 can even handle Elden Ring at 1440p, with performance averages ranging from 37fps at Maximum to 57fps on Low.
Being capped at 60fps will skew the results for different resolutions and settings presets around 60fps. I'd say GTX 1060 is good for 1080p/60fps/Medium a with setting or 2 to Low.

Overall not too bad. Here's 1080p, Max vs Low(it's labeled 1440p. Maybe he converted the pics?):
elden-ring-maximum-quality.png

elden-ring-low-quality.png
 
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60 fps lock is bad tho. Japan really needs to start up there level on the framerate. Also game looks rough in general.

Probably will skip until its 10 bucks or something.
 
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Yeah, the difference between max and low is negligible for the performance difference yielded. It's there. You can see it. But it's not that important. That's great news, Even people with modest hardware can have a good looking configuration that still plays well.

The only lagging issue (har) is the stuttering on PC, which I really do hope gets addressed in a patch soon.
 
60 fps lock is bad tho. Japan really needs to start up there level on the framerate. Also game looks rough in general.

Probably will skip until its 10 bucks or something.

NGL these screens are making me second guess my pre-order this morning a bit. lol
 
60 fps lock is bad tho. Japan really needs to start up there level on the framerate. Also game looks rough in general.

Probably will skip until its 10 bucks or something.
The game looks rough because their lighting system isn't using heavy use of shadows and ambient occlusion (where have I said that before). As I've said many many times, if a game doesn't show proper shadows and occlusion, they will ALL look rough. That's one of the major appeal with R&C and why I absolutely HATE deferred lighting engines. Unfortunately, they are the most expensive thing to render aside from global illumination (not GI probe lighting).
 
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The game looks rough because their lighting system isn't using heavy use of shadows and ambient occlusion (where have I said that before). As I've said many many times, if a game doesn't show proper shadows and occlusion, they will ALL look rough. That's one of the major appeal with R&C and why I absolutely HATE deferred lighting engines. Unfortunately, they are the most expensive thing to render aside from global illumination (not GI probe lighting).

I'm praying this game gets RTGI or at least RTAO.
 
I'm praying this game gets RTGI or at least RTAO.
RTGI will be out of the question. That would change their entire lighting engine. They at a bare minimum need DLSS and then RT shadows. If they can do that, I'll be happy. They probably have a good form of screenspace AO with more samples than the consoles. HDR needs to work as well. If they go with anything else RT related, AO will be the golden ticket as it would clean up the entire scene and foliage would get a good shadowing approximation. That will push the game in epic territory for best graphics as the artwork is completely incredible.
 
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google translate is your friend

they only tested the 3060ti at 4K ultra for some weird reason, and not 1440p, which is where the card should realistically be used lol

ZowBeTo.png


BUT given that the 3060Ti manages ~46 fps at ultra 4K and the 3060 non-Ti is at 55fps on 1440p Ultra, I ASSUME I will be fine with the 3060ti at 1440p

slzNUpL.png


BUT the lows really are fucking horrible. apparently constant massive random drops every few minutes even during bosses? like, wtf?
I wonder if that happens on PS5 too. if the lows are way better on PS5 I might just go with that version TBH, nothing is worse than random massive drops

apparently the drops get better the better your CPU is, but not sure if my 5600X will power through those stutters. They apparently had issues with a 3600XT which is basically the direct predecessor or mine :/

also AMD cards seem to run this terribly for some reason... like the 1% lows on the 6800XT are crazy for that card.
 
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3060ti should be better than the 6700XT at 1440p. I really doubt consoles will fare better at all in the 1% lows.
 
3060ti should be better than the 6700XT at 1440p. I really doubt consoles will fare better at all in the 1% lows.

hard to tell about the lows. shader compilation stutters are a real issue in modern PC games. even technically more versed developers have issues with that. plying Fortnite for the first time after a patch on PC is a pure stutter fest for example until all the shaders have been compiled at least once, which takes multiple matches.

consoles don't have that issue because the shaders on console are all pre-compiled.

so if these stutters are either IO or shader related it could be way more of a PC issue than console issue.
Rage 2 back when it launched ran way better on Xbox One X than on PC for example.
same issue with Final Fantasy VII Remake on PC

is it known if the game uses DX11 or DX12 (of if you can chose?) because DX11 does not have that issue
 
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So the rumour is that the problem is with Ryzen CPUs, which could explain the video I posted above having good frame times, being on Intel



 
Many people have lots of stuff running in the background. A browser can eat lots of RAM for example. They are playing it safe.

I'm kind of curious how it would run on my 4790K, 970GTX, 16GB RAM. But don't think this is my kind of game as I didn't like DS1. (I haven't felt the need to upgrade yet all my games run fine in full HD.)
 
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Many people have lots of stuff running in the background. A browser can eat lots of RAM for example. They are playing it safe.

I'm kind of curious how it would run on my 4790K, 970GTX, 16GB RAM. But don't think this is my kind of game. (I haven't felt the need to upgrade yet all my games run fine in full HD.)
I'm running similar specs and wondering if it will be playable too as I also fall under the minimum reqs.. Gtx 980
 
rockpapershotgun did a performance preview:

Being capped at 60fps will skew the results for different resolutions and settings presets around 60fps. I'd say GTX 1060 is good for 1080p/60fps/Medium a with setting or 2 to Low.

Overall not too bad. Here's 1080p, Max vs Low(it's labeled 1440p. Maybe he converted the pics?):
Why does it look so flat?

EDIT: Ignore the above comment. I've just watched some YouTube and it doesn't look flat at all. Looks pretty good.
 
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Major items included in the latest update:
  • Improved player controls
  • Addition and adjustment of BGM
  • Text adjustments
  • Balance adjustments
  • NPC event fixes and adjustments
  • Fixed frame rate drops under certain conditions
  • Fixed text bug in some languages
  • Fixed a bug that prevented the Xbox wireless headset from working properly
xbox live dark GIF
 
When did PS4 base console come out again?

If games are made for that console still in 2022, as is Elden ring, minimum specs should be similar.

Let's see some PS4 games that are seen as visual stunners on PC min specs, shall we?

God of War:
Intel 2500k
8GB of ram
GTX 960 4GB

Death Stranding:
Intel 3470
8GB of ram
GTX 1050

Horizon zero dawn:
Intel 2500k
8GB of ram
GTX 780

RDR2:
Intel 2500k
8GB of ram
GTX 770

Now tell me who buys a kit of 3x4 GB for system memory?

These guys are high
Somebody running an old intel X58 system with triple channel memory.
Then again that is below the min. specs for this.
 

«
The PC situation is also worth clarifying. As it currently stands the PC version using the latest 1.02 patch has a number of issues that will affect all hardware configurations on all graphical settings presets. Elden Ring is From Software's first foray into low-level APIs on PC and the game uses DirectX 12. As we have seen in other DX12 titles, there can be severe and distracting frame-time stuttering issues.

First there are stutters of up to 250 milliseconds in length when new effects, enemies, and areas appear on screen. These types of stutter lessen as the play experience goes on and enemies, areas, and effects are revisited by the player. A second and more pervasive stutter appears to be tied to loading new game areas - when traversing the terrain, moving from one area to the next can cause minor one-off frame drops a few times a minute, or at worst, tumbling frame-time issues that drop the frame-rate from a steady 60 into the 40s.

Variable refresh rate monitors using G-Sync or Freesync help alleviate a level of the distracting nature of some of these issues, but leaning on the technology is not a good situation in light of how the console versions do not suffer from these stutters. Other issues to note are the lack of ultrawide screen support, no support for frame-rates above 60fps, and unintuitive graphical options that lack visible scaling. As we have seen with other titles suffering from similar issues such as Final Fantasy 7 Remake and Halo Infinite, it could be sensible to wait for further patches before investing time into the PC version of Elden Ring. »

The Office No GIF
 

«
The PC situation is also worth clarifying. As it currently stands the PC version using the latest 1.02 patch has a number of issues that will affect all hardware configurations on all graphical settings presets. Elden Ring is From Software's first foray into low-level APIs on PC and the game uses DirectX 12. As we have seen in other DX12 titles, there can be severe and distracting frame-time stuttering issues.

First there are stutters of up to 250 milliseconds in length when new effects, enemies, and areas appear on screen. These types of stutter lessen as the play experience goes on and enemies, areas, and effects are revisited by the player. A second and more pervasive stutter appears to be tied to loading new game areas - when traversing the terrain, moving from one area to the next can cause minor one-off frame drops a few times a minute, or at worst, tumbling frame-time issues that drop the frame-rate from a steady 60 into the 40s.

Variable refresh rate monitors using G-Sync or Freesync help alleviate a level of the distracting nature of some of these issues, but leaning on the technology is not a good situation in light of how the console versions do not suffer from these stutters. Other issues to note are the lack of ultrawide screen support, no support for frame-rates above 60fps, and unintuitive graphical options that lack visible scaling. As we have seen with other titles suffering from similar issues such as Final Fantasy 7 Remake and Halo Infinite, it could be sensible to wait for further patches before investing time into the PC version of Elden Ring. »

The Office No GIF

Yikes. Guess it's good that I'm broke and can't afford it at launch. :messenger_fearful:

The way EUgamer describes the issues makes it definitely sound like shader compilation. Once you have them compiled, the game handles it fine from then on.

Really hope they address the stutters. I can wait for DLSS if they get this fixed first.
 
I know there was a DX11 mod to fix the stutters in FF7R. Just have to see what flies and what doesn't with the online banning for mods though.
 

«
The PC situation is also worth clarifying. As it currently stands the PC version using the latest 1.02 patch has a number of issues that will affect all hardware configurations on all graphical settings presets. Elden Ring is From Software's first foray into low-level APIs on PC and the game uses DirectX 12. As we have seen in other DX12 titles, there can be severe and distracting frame-time stuttering issues.

First there are stutters of up to 250 milliseconds in length when new effects, enemies, and areas appear on screen. These types of stutter lessen as the play experience goes on and enemies, areas, and effects are revisited by the player. A second and more pervasive stutter appears to be tied to loading new game areas - when traversing the terrain, moving from one area to the next can cause minor one-off frame drops a few times a minute, or at worst, tumbling frame-time issues that drop the frame-rate from a steady 60 into the 40s.

Variable refresh rate monitors using G-Sync or Freesync help alleviate a level of the distracting nature of some of these issues, but leaning on the technology is not a good situation in light of how the console versions do not suffer from these stutters. Other issues to note are the lack of ultrawide screen support, no support for frame-rates above 60fps, and unintuitive graphical options that lack visible scaling. As we have seen with other titles suffering from similar issues such as Final Fantasy 7 Remake and Halo Infinite, it could be sensible to wait for further patches before investing time into the PC version of Elden Ring. »

The Office No GIF
not like this GIF
 

«
The PC situation is also worth clarifying. As it currently stands the PC version using the latest 1.02 patch has a number of issues that will affect all hardware configurations on all graphical settings presets. Elden Ring is From Software's first foray into low-level APIs on PC and the game uses DirectX 12. As we have seen in other DX12 titles, there can be severe and distracting frame-time stuttering issues.

First there are stutters of up to 250 milliseconds in length when new effects, enemies, and areas appear on screen. These types of stutter lessen as the play experience goes on and enemies, areas, and effects are revisited by the player. A second and more pervasive stutter appears to be tied to loading new game areas - when traversing the terrain, moving from one area to the next can cause minor one-off frame drops a few times a minute, or at worst, tumbling frame-time issues that drop the frame-rate from a steady 60 into the 40s.

Variable refresh rate monitors using G-Sync or Freesync help alleviate a level of the distracting nature of some of these issues, but leaning on the technology is not a good situation in light of how the console versions do not suffer from these stutters. Other issues to note are the lack of ultrawide screen support, no support for frame-rates above 60fps, and unintuitive graphical options that lack visible scaling. As we have seen with other titles suffering from similar issues such as Final Fantasy 7 Remake and Halo Infinite, it could be sensible to wait for further patches before investing time into the PC version of Elden Ring. »

The Office No GIF
LOL, hot garbage port. No ultrawide too? Such basic things...
 
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