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Gears of War: E-Day vs Watch Dogs: Legion
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| shopping_cart Where to Buy | |
| info General Information | |
| Release Date | |
| Oct 6, 2026 | Oct 29, 2020 |
| Developer | |
| The Coalition (Co-development with People Can Fly) | Ubisoft Toronto, Ubisoft Montreal, Ubisoft Paris, Ubisoft Bucharest, Ubisoft Kyiv, Ubisoft Reflections |
| Publisher | |
| Microsoft / Xbox Game Studios | Ubisoft |
| Genre(s) | |
| Third-Person Shooter / Horror-Survival | Action-Adventure, Open World, Third-Person Shooter, Stealth, Hacking |
| Engine | |
| Unreal Engine 5.8 | Disrupt Engine (Modified AnvilNext) |
| stars Ratings & Price | |
| Content Rating | |
| Mature 17+ | Mature 17+ |
| Avg. User Rating | |
| 4.5 / 5.0 | 3.5 / 5.0 |
| Current Price (USD) | |
| $69.99 | $59.99 |
| tune Key Specs | |
| Quick Highlights | |
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| sports_esports Gameplay & Mechanics | |
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| trending_up Progression & Upgrades | |
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Progression and upgrades in Gears of War: E-Day have been meticulously overhauled across both the campaign and the newly introduced 12-player Horde Siege mode. In Horde Siege, players select from four deeply integrated classes: Assault, Breacher, Marksman, and Medic. Each class progresses independently up to level 10, unlocking specialized armor modifications and powerful 'Tactical Gear' operating on cooldowns, such as the Medic's Stim Vaporizer or the Marksman's Pulse Drone. In the core campaign and PvE modes, a new RPG-lite weapon modification system is introduced. Players actively scavenge for Weapon Part Stockpiles scattered throughout the environments, allowing them to equip up to four distinct modifications per firearm. These mods can drastically alter weapon behavior, such as adding Incendiary Ammo to the Prototype Lancer, attaching Forged Barrels to the Breechshot for boss damage, or employing Auto Pouch upgrades to the Gnasher for passive background reloading. |
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| public World & Exploration | |
| World & Level Design | |
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Rather than utilizing the expansive, sprawling open-world segments seen in Gears 5, Gears of War: E-Day completely re-engineers its map design to focus on densely detailed, intimately linear environments that heighten the claustrophobic horror of the Locust invasion. The entire campaign unfolds across Kalona, an industrial epicenter severely scarred by decades of Imulsion processing. Specific regions include Kalona's City Hall—hastily converted into a desperate triage and command center—and deeply atmospheric downtown districts featuring dynamic 'multi-path' routing for optional side objectives. In the multiplayer space, the game features six bespoke 4v4 competitive maps, including the vertically demanding 'Outpost', the claustrophobic 'Precinct' set in a ruined police station, the 'Battleship' across a derelict war vessel, and the 'Market' seaside bazaar. Horde Siege introduces three massive, interconnected maps, such as the vintage-inspired 'Golden Quarter', explicitly designed to support 12-player extraction-style objectives and dynamic enemy pathing. |
Features a detailed and faithful recreation of central London, divided into several iconic boroughs like City of Westminster, Camden, Islington & Hackney, Lambeth, Southwark, Tower Hamlets, and City of London. Each borough has its distinct architecture, landmarks (e.g., Buckingham Palace, Tower of London, Piccadilly Circus), and atmosphere. The map is dense with activities, collectibles, and opportunities for emergent gameplay. |
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| book Story & Characters | |
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| people Multiplayer | |
| Multiplayer Details | |
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The multiplayer suite in Gears of War: E-Day offers a massive dichotomy between cooperative scale and intimate competitive arenas. PvE is revolutionized through 'Horde Siege', a groundbreaking 12-player mode that divides the lobby into three independent four-player squads. Blending classic wave defense with modern extraction shooter mechanics, these squads operate across massive maps to complete dynamic 'Secure' and 'Calibrate' missions while competing for high-tier loot drops and uniting to defeat colossal world bosses. Conversely, the competitive Versus PvP suite abandons large-scale warfare, returning strictly to a hyper-competitive, tactical 4v4 format. Utilizing symmetrical loadouts and map-control-driven power weapon spawns, the game features distinct social and ranked playlists. Core modes include traditional Team Deathmatch, Conquest, Demolition, and the newly introduced Crucible, spread across six intricately designed launch maps built to test the new omnidirectional sprinting and vaulting traversal mechanics. |
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| extension Editions & DLC | |
| Available Editions | |
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Microsoft has established a multi-tiered retail strategy for Gears of War: E-Day, designed to capture varying levels of consumer engagement. The Standard Edition retails for $69.99 in the US, with regional pricing adjustments lowering the cost by up to 36% in emerging markets like China and India, while applying a premium in the UK, Israel, and EU. Pre-ordering unlocks exclusive 'Exfil' cosmetics. For franchise veterans, a $99.99 Premium Edition is available, which provides a highly coveted five-day advanced access period, allowing players to experience the campaign and multiplayer early. This premium tier also includes the Emergence Customization Pack, Bravo Squad Signature Weapon Pack, and 1,000 'Iron' (the premium in-game currency), alongside a guarantee of four subsequent Seasonal Customization Packs. A limited physical Collector's Edition caters to media preservationists. Notably, the game abandons the time-gated Battle Pass system in favor of organic unlock progression. |
Available in Standard, Gold, Ultimate, and Collector's Editions. Gold Edition included the Season Pass (Bloodline story expansion, 4 unique heroes including Aiden Pearce and Wrench, extra DedSec missions, car skin). Ultimate Edition included Gold content plus the Ultimate Pack (3 additional characters, masks, and 4 weeks VIP status for in-game currency boost). Collector's Edition included physical items like a DedSec Coronet Mask replica, SteelBook, posters, and all Ultimate Edition digital content. |
| Post-Launch Content / DLC | |
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In a bold departure from contemporary live-service industry standards, The Coalition has completely omitted a traditional, time-gated Battle Pass system from Gears of War: E-Day. Instead, the developers have pivoted back to a classic progression economy where player levels, medals, character skins, and weapon cosmetics are unlocked organically purely through gameplay achievements and milestones. However, Microsoft's monetization strategy continues through the inclusion of 'Iron', a premium in-game currency utilized in a dedicated microtransaction storefront for highly specific, direct-purchase cosmetics. Crucially, the post-launch roadmap guarantees that all core gameplay additions—including new competitive Versus maps, expansive Horde Siege maps, and new modes—will be delivered entirely for free to prevent fracturing the multiplayer community. Premium Edition owners are also guaranteed access to four massive Seasonal Customization Packs over the game's initial post-launch lifecycle. |
Major post-launch content included the 'Bloodline' story expansion (starring Aiden Pearce from Watch Dogs 1 and Wrench from Watch Dogs 2), new playable hero characters (Mina Sidhu with mind control, Darcy Clarkson from Assassin's Creed), new online modes (Tactical Ops, Spiderbot Arena, Invasion PvP), free roam activities for online, and various cosmetic packs and operative unlocks. Ongoing support with seasonal events and smaller updates. |
| help_outline FAQ | |
| Frequently Asked Questions | |
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| build Technical Details | |
| Graphics & Visual Fidelity | |
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Gears of War: E-Day establishes an absolute benchmark for real-time rendering by fully unleashing Unreal Engine 5.8. Discarding all legacy assets, The Coalition utilized Nanite virtualized geometry to render Kalona with unprecedented polygon density, showcasing advanced skin shaders, subsurface scattering, and intricate physical modeling. The title is the premier showcase for NVIDIA's RTX Mega Geometry, utilizing nested Cluster-Level Acceleration Structures (CLAS) to allow hyper-accurate ray-traced reflections and shadows directly against full-fidelity Nanite meshes. Furthermore, the integration of UE5.7's MegaLights allows for hundreds of dynamic, shadow-casting light sources in a single scene without performance collapse, illuminating the game's robust procedural destruction physics where bullets tear through cover and flesh in real-time. Despite these marvels, console players have heavily criticized the forced implementation of post-processing effects like chromatic aberration and film grain, demanding a toggle to preserve the pristine UE5 aesthetic. |
Powered by an updated version of the Disrupt engine, the game offers a detailed and vibrant recreation of London. It features impressive reflections (especially with ray tracing), realistic weather effects, dense crowds and traffic, and detailed character models. Ray-traced reflections are a key visual feature on supported hardware, significantly enhancing the look of London's glass and rain-slicked streets. |
| Audio & Soundtrack | |
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Auditory authenticity is paramount to the harrowing prequel experience of Gears of War: E-Day. The soundscape heavily emphasizes the terrifying unknown of the initial Locust invasion, replacing the familiar orchestral swells of previous games with oppressive, tension-building survival-horror sound design. The roars of subterranean monsters echoing through the ruined streets of Kalona are mixed with advanced spatial audio, heightening player paranoia. Crucially, iconic voice actors John DiMaggio and Carlos Ferro return to reprise their roles as Marcus Fenix and Dominic Santiago, anchoring the narrative with raw, emotionally resonant performances that capture the characters' youthful vulnerability and Pendulum Wars trauma. The acoustic environment is further enhanced by volumetric smoke and destruction physics, ensuring that crumbling architecture, searing Imulsion fires, and the heavy, metallic clatter of the new simulated projectile ballistics sound visceral and dynamically responsive to the surrounding geometry. |
Original score composed by Stephen Barton and additional music by various artists, blending electronic, grime, and orchestral elements to reflect near-future London's atmosphere. Features in-game radio stations with a diverse selection of licensed tracks across multiple genres. Sound design emphasizes a technologically advanced city with drone hums, AR sounds, and distinct weapon/hacking effects. |
| User Interface (UI/UX) | |
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The User Interface of Gears of War: E-Day blends classic franchise aesthetics with modernized, customizable quality-of-life enhancements. A standout feature is the highly modular Active Reload HUD element. Recognizing player preferences, the developers allow users to reposition the classic reload timing bar to various screen locations, such as the traditional top-right corner or closer to the screen center for immediate peripheral visibility. The UI also reflects the deeply controversial shift in weapon ballistics; hip-firing utilizes a standard dynamic crosshair based on barrel trajectory, while aiming down sights (ADS) shifts the point of origin directly to the center of the camera screen. In Horde Siege, the UI expands to accommodate complex class systems, providing clear telemetry for 12 players across three squads, ping systems for supply drops, and cooldown trackers for unique Tactical Gear like the Pulse Drone or Adrenaline Injector. |
Features a futuristic, AR-overlay style HUD displaying a mini-map, objective markers, hackable objects, and operative-specific abilities. The phone interface is used for mission selection, team management, map, and accessing DedSec tech. The 'Deep Profiler' allows players to scan any NPC to learn their schedule, connections, and potential recruitment viability. |
| Accessibility Options | |
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While Gears of War: E-Day is fundamentally a brutal, skill-intensive third-person shooter, it incorporates several crucial accessibility adjustments and control modifications. The complete overhaul of the franchise's movement system—shifting from the magnetic, screen-shaking 'roadie run' to an omnidirectional sprint tied to the left thumbstick (L3)—drastically improves spatial awareness and camera control for players who struggled with the claustrophobic angles of legacy titles. The introduction of the dedicated slide and mantle buttons separates actions that were previously clustered onto a single, often overwhelming multifunction button. However, the game's complex hybrid aiming system, which switches from barrel-shooting during hip-fire to center-screen aiming during ADS, has been a point of massive accessibility and consistency feedback, with the community advocating for streamlined aiming options. Console users are also aggressively campaigning for accessible toggles to disable intense chromatic aberration and film grain to prevent visual fatigue and motion sickness. |
Offers a comprehensive suite of accessibility options, including extensive control remapping, aim assist customization, subtitle options (size, background, speaker names, captions for important sounds), colorblind modes, options to change hold QTEs to toggles, adjustable text size, HUD scaling, and audio/visual cues for various gameplay elements. |
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| settings_applications System Requirements | |
| 1080p (Full HD) - Minimum (Ultra Settings (with Heavy AI Upscaling)) CPU: Handles basic procedural destruction but struggles with heavy multi-path enemy AI logic. CPU (Laptop): Needs high clock speeds to avoid pipeline stalling during intensive subterranean combat. GPU: Bare minimum for hardware ray tracing. Capable of ~74-85 FPS on 12GB variants during the beta. GPU (Laptop): Required to maintain stable 60+ FPS when paired with aggressive AI upscaling. RAM: Minimum official requirement, though memory constraints were highly prevalent in the beta. Storage: Mandatory for seamless texture streaming. | |
memoryCPU: AMD Ryzen 5 2600X / Intel Core i5-10400 developer_boardGPU: NVIDIA RTX 2060 / AMD RX 6600 / Intel A580 laptop_macCPU (L): Intel Core i7-10750H / AMD Ryzen 7 4800H laptop_windowsGPU (L): NVIDIA RTX 3060 (130W) / RTX 4050 (100W+) layersRAM: 12 GB saveStorage (Tier): 130 GB SSD | — |
| 1080p (Full HD) - Ray Tracing Recommended (1080p ~60 FPS, Very High Preset, Ray Tracing High, DX12) (Very High Preset, Ray Tracing High, DirectX 12 (DLSS Quality/Performance recommended)) CPU: CPU for 1080p/60FPS with High RT. CPU (Laptop): High-end laptop CPUs. GPU: Recommended desktop GPU for 1080p/60FPS with High RT. DLSS recommended. GPU (Laptop): High-end RT capable laptop GPUs. 8GB VRAM crucial, DLSS vital. RAM: 16GB RAM required. Storage: NVMe SSD strongly recommended, includes HD Texture Pack. | |
| — | memoryCPU: Intel Core i7-9700 or AMD Ryzen 5 3600 developer_boardGPU: NVIDIA GeForce RTX 3070 (8GB) laptop_macCPU (L): Intel Core i7-10875H / AMD Ryzen 7 5800H or better laptop_windowsGPU (L): NVIDIA GeForce RTX 3070 Mobile (8GB, Max TGP) / RTX 4060 Mobile (8GB, Max TGP). **An RTX 3070 Ti Mobile or RTX 4070 Mobile would provide a more stable high RT experience.** layersRAM: 16 GB saveStorage (Tier): 65 GB NVMe SSD (45GB base + 20GB HD Textures) |
| 1080p (Full HD) - Ray Tracing Minimum (1080p ~30 FPS, High Preset, Ray Tracing Medium, DX12) (High Preset, Ray Tracing Medium, DirectX 12 (DLSS Quality/Balanced recommended)) CPU: CPU for 1080p/30FPS with Medium RT. CPU (Laptop): Mid-to-high range laptop CPU. GPU: Minimum desktop GPU for 1080p/30FPS with Medium RT. DLSS highly recommended. GPU (Laptop): Entry-level RT capable laptop GPUs. Upscaling (DLSS) essential. 6GB VRAM minimum. RAM: 16GB RAM required. Storage: SSD required. | |
| — | memoryCPU: Intel Core i5-8400 or AMD Ryzen 5 2600 developer_boardGPU: NVIDIA GeForce RTX 2060 (6GB) laptop_macCPU (L): Intel Core i7-9750H / AMD Ryzen 7 4800H or better laptop_windowsGPU (L): NVIDIA GeForce RTX 2060 Mobile (6GB, High TGP) / RTX 3050 Ti Mobile (4GB, will struggle, DLSS Perf. needed) / RTX 3060 Mobile (6GB, lower TGP). **An RTX 3060 Mobile (High TGP) or RTX 4050 Mobile (6GB, High TGP) is a better entry for RT.** layersRAM: 16 GB saveStorage (Tier): 45 GB SSD |
| 1080p (Full HD) - Recommended (1080p ~60 FPS, High Preset, DX11, No Ray Tracing) (High Preset, Ray Tracing OFF, DirectX 11) CPU: Recommended desktop CPU for 1080p/60FPS High without RT. CPU (Laptop): Estimated mid-range laptop CPUs. GPU: Recommended desktop GPU for 1080p/60FPS High without RT. 6GB+ VRAM recommended. GPU (Laptop): Estimated performance-focused laptop GPUs. 6GB VRAM crucial for High settings. RAM: Ubisoft lists 8GB, but 16GB RAM strongly recommended for smoother 60 FPS High experience. Storage: SSD strongly recommended. | |
| — | memoryCPU: Intel Core i7-4790 or AMD Ryzen 5 1600 developer_boardGPU: NVIDIA GeForce GTX 1060 (6GB) / NVIDIA GeForce GTX 1660 Super (6GB) or AMD Radeon RX 480 (8GB) laptop_macCPU (L): Intel Core i7-8750H / AMD Ryzen 7 3750H equivalent or better laptop_windowsGPU (L): NVIDIA GeForce GTX 1660 Ti Mobile (6GB) / RTX 2060 Mobile (6GB, High TGP) / RTX 3050 Ti Mobile (4GB, may struggle on High) or AMD Radeon RX 5600M (6GB). **An RTX 3060 Mobile (6GB, High TGP) or RX 6600M is a good target.** layersRAM: 8 GB saveStorage (Tier): 45 GB SSD |
| 1080p (Full HD) - Minimum (1080p ~30 FPS, Low Preset, DX11, No Ray Tracing) (Low Preset, Ray Tracing OFF, DirectX 11) CPU: Minimum desktop CPU for 1080p at lower settings without RT. CPU (Laptop): Estimated laptop CPU equivalent. Newer i3/Ryzen 3 H-series might struggle. GPU: Minimum desktop GPU for 1080p at lower settings without RT. 4GB VRAM is essential. GPU (Laptop): Estimated laptop GPUs. 4GB VRAM is absolute minimum. RAM: Minimum RAM requirement, dual-channel strongly advised. Storage: HDD is absolute minimum, expect long load times. SSD highly recommended. | |
| — | memoryCPU: Intel Core i5-4460 or AMD Ryzen 5 1400 developer_boardGPU: NVIDIA GeForce GTX 970 (4GB) / NVIDIA GeForce GTX 1650 (4GB) or AMD Radeon R9 290X (4GB) / AMD Radeon RX 470 (4GB) laptop_macCPU (L): Intel Core i5-8300H / AMD Ryzen 5 3550H equivalent or better laptop_windowsGPU (L): NVIDIA GeForce GTX 1650 Mobile (4GB) or AMD Radeon RX 5500M (4GB). layersRAM: 8 GB saveStorage (Tier): 45 GB HDD |
| 1440p (QHD/2K) - Recommended (Ultra Settings) CPU: Ensures stable performance during the highly complex 12-player Horde Siege PvE modes. CPU (Laptop): Provides necessary processing overhead for UE5.8 MegaLights unified direct illumination. GPU: The officially recommended RTX 5060 can push nearly 100 FPS under these conditions with upscaling. GPU (Laptop): Essential for stable 1440p rendering with full Hardware Lumen enabled. RAM: Officially recommended to accommodate heavy environmental destruction caching. Storage: Required to prevent streaming bottlenecks across the massive Horde Siege maps. | |
memoryCPU: AMD Ryzen 5 5600 / Intel Core i5-11600K developer_boardGPU: NVIDIA RTX 3060 Ti / RTX 5060 / AMD RX 6700 XT laptop_macCPU (L): Intel Core i7-12700H / AMD Ryzen 7 6800H laptop_windowsGPU (L): NVIDIA RTX 4070 Laptop GPU (140W) layersRAM: 16 GB saveStorage (Tier): 130 GB SSD | — |
| 1440p (QHD/2K) - Ray Tracing Recommended (1440p ~60 FPS, Very High Preset, Ray Tracing High, DX12) (Very High Preset, Ray Tracing High, DirectX 12, DLSS Performance) CPU: Desktop CPU for 1440p/60FPS with High RT. CPU (Laptop): High-end laptop CPUs. GPU: Desktop GPU for 1440p/60FPS with High RT. DLSS essential. GPU (Laptop): Flagship tier laptop GPUs needed. 8GB+ VRAM essential (10GB+ ideal), DLSS Performance likely required. RAM: 16GB RAM essential. Storage: NVMe SSD required, includes HD Texture Pack. | |
| — | memoryCPU: Intel Core i5-9600K or AMD Ryzen 5 3600X developer_boardGPU: NVIDIA GeForce RTX 3080 (10GB) laptop_macCPU (L): Intel Core i7-11800H / AMD Ryzen 9 5900HX or better laptop_windowsGPU (L): NVIDIA GeForce RTX 3080 Mobile (8GB/16GB, Max TGP) / RTX 4070 Mobile (8GB, Max TGP). **An RTX 4080 Mobile (12GB, Max TGP) is highly recommended for a smoother experience.** layersRAM: 16 GB saveStorage (Tier): 65 GB NVMe SSD (45GB base + 20GB HD Textures) |
| 1440p (QHD/2K) - Recommended (1440p ~60 FPS, High Preset, DX11, No Ray Tracing) (High Preset, Ray Tracing OFF, DirectX 11) CPU: Recommended desktop CPU for 1440p/60FPS High without RT. CPU (Laptop): Estimated high-end laptop CPUs. GPU: Recommended desktop GPU for 1440p/60FPS High without RT. 8GB+ VRAM ideal. GPU (Laptop): Upper mid-range to high-end laptop GPUs. 8GB+ VRAM strongly recommended. RAM: 16GB RAM strongly recommended. Storage: SSD strongly recommended. Consider space for HD Textures. | |
| — | memoryCPU: Intel Core i7-7700K or AMD Ryzen 5 2600X developer_boardGPU: NVIDIA GeForce RTX 2060 Super (8GB) / NVIDIA GeForce RTX 3060 (12GB) or AMD Radeon RX 5700XT (8GB) / AMD Radeon RX 6700 (10GB) laptop_macCPU (L): Intel Core i7-10750H / AMD Ryzen 7 4800H equivalent or better laptop_windowsGPU (L): NVIDIA GeForce RTX 2070 Mobile (8GB, High TGP) / RTX 3060 Mobile (6GB, High TGP, may need medium settings) / RTX 4060 Mobile (8GB, High TGP) or AMD Radeon RX 6700M (10GB). **An RTX 3070 Mobile or RX 6800M is a good target.** layersRAM: 16 GB saveStorage (Tier): 45 GB SSD (65GB SSD if using HD Textures) |
| 2160p (UHD/4K) - Enthusiast (4K Ludicrous) (4K Ludicrous Preset with DLSS 4.5 Quality Mode) CPU: Maximizes Bounding Volume Hierarchy (BVH) reconstruction speeds required for RTX Mega Geometry. CPU (Laptop): Top-tier mobile processor to prevent CPU-bound bottlenecks under extreme geometry loads. GPU: The highest end GPU tested; pushes 45 FPS with DLSS at Ludicrous settings. GPU (Laptop): Absolute necessity for uncompromised 4K Ray Tracing gameplay in E-Day. RAM: Required to prevent memory capping caused by intense volumetric lighting and Nanite scaling. Storage: Crucial for instantaneous asset loading of billions of polygons. | |
memoryCPU: Intel Core i9-14900K / AMD Ryzen 9 7950X3D developer_boardGPU: NVIDIA RTX 5090 laptop_macCPU (L): Intel Core i9-13980HX laptop_windowsGPU (L): NVIDIA RTX 4090 / 5090 Mobile (175W) layersRAM: 32 GB saveStorage (Tier): 130 GB NVMe Gen 4 SSD | — |
| 2160p (UHD/4K) - Ray Tracing Ultra (2160p/4K ~60 FPS, Ultra Preset, Ray Tracing Ultra, DX12) (Ultra Preset, Ray Tracing Ultra, DirectX 12, DLSS Performance/Ultra Performance) CPU: Desktop CPU for 4K/60FPS with Ultra RT. (Modern equivalents like i7-12700K/Ryzen 7 5800X3D or newer would be better). CPU (Laptop): Flagship laptop CPUs absolute necessity. GPU: Top-tier desktop GPU required for attempting 4K/60FPS with Ultra RT, heavily reliant on DLSS. GPU (Laptop): The absolute best laptop GPUs available, will heavily rely on aggressive DLSS (Performance/Ultra Performance) and potentially some settings compromises for stable 4K/60FPS with Ultra RT. RAM: 16GB RAM is Ubisoft's spec, but 32GB is strongly recommended for 4K Ultra RT. Storage: NVMe SSD required, includes HD Texture Pack. | |
| — | memoryCPU: Intel Core i9-9900K or AMD Ryzen 7 3700X developer_boardGPU: NVIDIA GeForce RTX 3080 (10GB). (Ubisoft lists RTX 3080 for 4K Ultra RT. An RTX 3090 / RTX 4080 / RTX 4090 would be far more suitable for a consistent 60 FPS). laptop_macCPU (L): Intel Core i9-12900HX / AMD Ryzen 9 6900HX or better (e.g. i9-13900HX / Ryzen 9 7945HX) laptop_windowsGPU (L): NVIDIA GeForce RTX 4080 Mobile (12GB, Max TGP) / RTX 4090 Mobile (16GB, Max TGP). layersRAM: 16 GB saveStorage (Tier): 65 GB NVMe SSD (45GB base + 20GB HD Textures) |
| 2160p (UHD/4K) - Recommended (2160p/4K ~60 FPS, Ultra Preset, DX11, No Ray Tracing) (Ultra Preset, Ray Tracing OFF, DirectX 11) CPU: Recommended desktop CPU for 4K/60FPS Ultra without RT. CPU (Laptop): High-end to flagship laptop CPUs required. GPU: Recommended desktop GPU for 4K/60FPS Ultra without RT. 8GB+ VRAM essential, 10GB+ ideal. GPU (Laptop): Flagship laptop GPUs needed. Significant VRAM is key for 4K Ultra. RAM: 16GB RAM strongly recommended, 32GB could offer more stability at 4K. Storage: NVMe SSD strongly recommended, assumes HD Texture Pack for Ultra. | |
| — | memoryCPU: Intel Core i7-9700K or AMD Ryzen 7 3700X developer_boardGPU: NVIDIA GeForce RTX 2080 Ti (11GB) / NVIDIA GeForce RTX 3070 (8GB) laptop_macCPU (L): Intel Core i9-11980HK / AMD Ryzen 9 5900HX or better (e.g., i7-12700H / Ryzen 7 6800H) laptop_windowsGPU (L): NVIDIA GeForce RTX 3080 Mobile (8GB/16GB, Max TGP) / RTX 4070 Mobile (8GB, Max TGP). **An RTX 4080 Mobile (12GB) or RTX 4090 Mobile (16GB) is highly recommended for stable 4K Ultra.** layersRAM: 16 GB saveStorage (Tier): 65 GB NVMe SSD (45GB base + 20GB HD Textures) |
| save Overall Storage | |
| Spec: 130 GB SSD Note: Strict minimum requirement. Advanced Shader Delivery is used to eliminate compilation delays, and procedural destruction assets require massive read bandwidth. Type: SSD | Spec: 45 GB available space (SSD Recommended). An additional 20 GB is required for the optional HD Texture Pack. Note: An NVMe SSD is recommended for the best experience due to asset streaming and fast loading, especially with the HD Texture Pack which is often targeted by higher presets. Type: SSD |
| desktop_windows Operating System | |
| Spec: Windows 11 (64-bit) Explanation: Recommended for optimal DirectX 12 Ultimate scheduling and advanced real-time rendering techniques. | Spec: Windows 10 (20H1 version or newer, 64-bit versions only) or Windows 11 (64-bit) Explanation: 64-bit Windows 10 (latest updates) or Windows 11 is required for ongoing support and best performance. |
| gamepad DirectX Version | |
| Spec: DirectX 12 Ultimate Explanation: Hardware-accelerated ray tracing is strictly enforced. Older GPU architectures without RT cores are entirely incompatible. | Spec: DirectX 11 (DirectX 12 required for Ray Tracing and potentially better performance on compatible hardware) Explanation: DX11 is minimum. DX12 is required for ray tracing features and offers potential performance benefits. |
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info_outline Feature details based on available data. System requirements and performance estimates may vary.
laptop_chromebook Laptop Recommendations
Common Recommendations (Handles All Compared Games)
For Gears of War: E-Day Specifically
info_outline Laptop recommendations are estimates based on available component benchmarks and game requirements. Actual performance may vary depending on settings, drivers, cooling, power limits, etc. Prices and availability subject to change. As an Amazon Associate, we earn from qualifying purchases.