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Post by KostaAndreadis @ 12:42pm 26/08/22 | 0 Comments
Skull and Bones is coming to PS5, Xbox Series X|S, and PC on November 8 - and today Ubisoft has detailed the hardware you'll need to enjoy the game on modest specs plus push its visuals into the ray-tracing realm. As per the list the game will support real-time ray-tracing in the form of global illumination.

Which is very cool to see, as that's one of the more subtle and impressive forms of RT that adds a cinematic quality to the lighting in games. Naturally for that you'll need an NVIDIA GeForce RTX 3080 with DLSS enabled or an AMD Radeon RX 6800 XT with FSR turned on. On the low-end side the good news is that 1080p 30fps performance is apparently doable on the trusty GeForce GTX 1060, but you'll need a GeForce RTX 2070 to bump that up to 60fps.

Other PC features have also been announced, including multi-monitor and ultrawide support, uncapped FPS, HDR, and detailed customisation options. Plus, the game will ship with a benchmark tool which is always cool to see.

Ubisoft has also detailed the online features, as Skull and Bones is a multiplayer game. The good news is that we'll be getting Oceania servers, alongside reporting and cheat tools on day one.
Player tooling: a balanced matchmaking system to hop into Skull and Bones world. Players will be placed into servers based on their Infamy level and PvP preference. Players can also report or block others for disruptive behavior in the game.

Game servers: powerful physical servers with modular redundancy and cloud servers complement one another during spikes of high activity to limit wait times. Ubisoft dedicated server sites in North and South America, Europe, Asia, South Africa, and Oceania.

Anti-cheat solutions: battlEye monitors the game in real-time. It permanently bans players on the first offense if any cheats have been deployed and detected to gain an unfair advantage.

Skull and Bones will be out November 8 on Xbox Series X|S, PlayStation 5, and PC (via the Ubisoft Store and the Epic Games Store).

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