Review Call of duty mobile PC
The review was conducted on the officially supported and preconfigured Gameloop emulator for this game. Game version 1.0.8. The multiplayer mode worked great and virtually seamless 1: 1 like a regular PC FPS in 4K 60FPS without AA in the low and medium details.
All the keyboards are set up. Battle Royal in 35-43 FPS, with the Reshade graphical mod, injected based on the Black Ops preset, and Rinput for a bit better targeting (with which you can sense a small input lag). For Battle Royale mode, graphics settings are recommended below. Despite the similar number of frames and still no stable 60, the game is smoother.
A handful of technical and configuration information
The settings inside the emulator, apart from high resolution and AA, did not affect the smoothness much. The game itself, without Reshade, sits in Battle Royale mode rather on the CPU because turning on Reshade even in Battle Royale and 4K mode on the oldest four cores did not cause any decrease in FPS (although it is also a matter of the relatively strong GPU ~ RX 570).
The CPU load was rather not linear, and rarely the CPU went 100%, at least on low and medium. Only on the greater details, almost all the cores fly close to 100%, and apparently, something multi-threaded could be used. After all, it's an emulator. In addition, on low and medium, despite roughly 60 FPS, there are periodic instabilities, crunches, interruptions of the sound in the menu, but you can get used to it.
It's generally fine. Above the medium, the cages often start dropping, and the CPU load is generally already around 100%. It is a pity that we cannot manually select the quality of the textures, such as DoF, AA, Bloom, because the textures on the low resemble the first Half-Life, and the medium can sometimes be over-saturated with that Reshad.
The preferred API chosen by the emulator was, according to OSD from Afterburner, DX11 (in the emulator options smart mode - possibly DX + probably OGL; whatever that was supposed to mean).
It is also worth checking the OpenGL + and DX + modes and four individual options to choose from, including the one seemingly related only to iGPU card support. In ordinary multi, the FPS in the greatest details barely drops below 60, sometimes to around 53. Overall it is relatively fast and stable. I bet the GTX 660/7850 to 60 FPS on the faster CPU in FHD is enough. Only the inclusion of 4K and AA caused me to drop to 43 frames.
It was enough to turn off AA, and you can continue to enjoy better smoothness and 4K. In most normal games, the mere inclusion of 4K in my case drops to 40 FPS, and here the same happens only after turning on AA in the options and/or in the game. In the emulation options, I also turned on one by default disabled option that was supposed to have a positive effect on emulation.
It is impossible to set the greatest details in the game - it goes back to the penultimate setting all the time. There is also a multitude of options in the game regarding the sensitivity of various cameras, its rotation, walking, that you can only sprint, you can turn on and off the auto-aim (which even with the mouse is useful in sniper rifles, because the sight is strangely escaping), there are options to change the aiming through the rear sight, or from the hip with an additional sight when firing a shot within the enemy's range.
The emulator support is completely fine-tuned for exactly this game, and the well-known PC binds. You do not need to manually bind any keys, icons, or drag anything to work with the smartphone configuration of icons (which are still displayed, the only minus). The only obstacle is the inability to separate crouching and lying down, slightly different binds of the series of victims (because although it's nice that they are separated, I am a bit wrong) CTRL set by default to disable the mouse (the option responsible for manually selecting the options on the screen with the mouse - this can be changed).
There are also slightly extended movements when lying down, but completely blocked in different places, as befits a CoDa. Hip fire efficiency is quite limited, and the gameplay reminds me quite strongly of Crysis 2. If anything, you have to stand still for these shots to be effective to any degree unless you are making a charged spray at very close range. Apart from the Battle Royale mode, I did not manage to set the normal aiming by the rear sight, only after changing the game options to ADS enabled by double-tap (translated by the game as 2x PPM - i.e., I had to click the right mouse button always twice). This was not a problem in Battle Royale. It should be praised that, practically apart from setting the graphics quality in the emulator and in the game, after launching the emulator, the game is immediately ready for a match. Only maybe you should switch to ADS targeting instead of hip aiming if you had that by default as well.
Reshade should be uploaded to X: \ Program Files \ txgameassistant \ UI. The preset is here, and it is in the general beta, which means at the moment that I recommend the DimScreen program in case it is definitely too bright (the program has the option of binding the keys to change the brightness on the desktop, in borderless mode - also inside the emulator - does not generally work in games in exclusive fullscreen mode). If someone wants to modify the preset on their own, I recommend starting with the shaders: Levels and HDR.
Graphics
Yes, Reshade turns the game's graphics upside down, which, although in 4Kit looks quite clear and sharp, it is a bit strange that a 1.5GB mobile game looks like this, but the lighting of the game leaves a lot to be desired, and the quality of some models, e.g., cars, even for vengeance to heaven, and as I mentioned, resembles the times of the first CS or Half-Life.
Apart from that, inside the maps, despite the fact that they are practically 1: 1 discounts from the maps in CoD 4 and BO, Ghosts, AW - the lighting has been modified. Often a plus. The game was created on the Unity engine, and, for example, Nuketown seems to look better than the original. Both lighting and some textures.
Graphically, it is closer to the first Black Ops (IW 3.0), so the slightly modified by me Reshade from BO (Call of Duty_ Black Ops_COD_ Lights ops) worked quite well here, without having to make a new preset from scratch. I admit that even without Reshade, in places for a mobile game, the Alpha version of which took place already in 2013, it looks pretty good, but nevertheless nauseated in general. It would definitely be better on a small phone screen.
I haven't seen the PUBG mobile version, but with its Unreal Engine 4, the fight is getting even closer. After the rest, the developers are responsible for both mobile versions and most likely again, in the iOS version, the graphics look better from what I see.
But with her Unreal Engine 4, the fight is getting even closer. After the rest, the developers are responsible for both mobile versions and most likely again, in the iOS version, the graphics look better from what I see. But with her Unreal Engine 4, the fight is getting even closer. After the rest, the developers are responsible for both mobile versions and most likely again, in the iOS version, the graphics look better from what I see.
Gameplay
This is a slightly different pair of wellies and does not completely resemble the CoDa we know. After all, it is a completely different engine (Unity). Character movement is not completely polished. He's a bit sluggish. With sniper rifles and LMGs, even a lot, and the animation is poorly developed - the character moves quickly, but then moves too slowly, it is irritating.
The feeling of the character in multiplayer is simply strange, but it works well in the Battle Royale mode, where I didn't think it bothered me at all, and even had its charm while traversing the area. While maybe the shooting itself is also not top-notch - PC gun recoil isn't, and it's simplified, and a bit flat, and the M1911 would fire me automatically sometimes, so the recoil isn't quite bad, and it's definitely better than the overall character animation. In Battle Royale, you have to be careful with the trigger because the recoil is sometimes quite high, which is quite good, and any long-range sights are very useful.