However, we are not recommending a quad-core for Bioshock: Infinite as it runs with constant 60fps even on a dual-core system. The game scaled well on all four cores, and our Q9650 was used at around 60-75%. In most scenes – that we were not ‘limited’ by the lower than expected SLI scaling – there was a 15-19fps difference. Unfortunately – or fortunately, depends on your point of view – there wasn’t any performance hit when we moved to the dual-core system, suggesting that Nvidia may be able to offer an additional performance boost with further tweaking.īioshock: Infinite is powered by the Unreal Engine 3 and contrary to other titles, there is a noticeable difference between a dual-core and a quad-core. Therefore, we decided to simulate a dual-core system. This obviously means two things: 1) SLI is not utilized ideally in those scenes or 2) that we’re CPU limited. ![]() During our playthrough, we noticed various scenes that ran with 80% GPU usage. ![]() The green team has already implemented an SLI profile that works great, though there is still room for improvements. We strongly suggest installing the latest WHQL version of the GeForce drivers as Nvidia claims that there is a significant boost with them. As always, we used an overclocked Q9650 (4.2Ghz) with an Nvidia GTX690, 4GB RAM, Windows 7-64Bit and the latest version of the GeForce ForceWare drivers. ![]() Bioshock: Infinite is a DX10/DX11 only title, and Irrational has also implemented an in-game FOV slider, so kudos to the company for at least listening to the PC crowd. This means that the PC version comes with higher resolution textures than its console counterparts, as well as with some exclusive DX11 features. Bioshock: Infinite is the third part in the Bioshock franchise and this time around, Irrational Games did not repeat its earlier mistakes and decided to take advantage of the PC hardware. Bioshock: Infinite has been released and it’s time to see how Irrational Games’ title performs on the PC platform.
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