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Dying Light PC Performance Thread

Peterthumpa

Member
I've been playing it @ 2560x1440 (downsampled to 1080p using DSR) with everything on, 50% draw distance and standard FOV.

Using RTSS to force a 30 FPS lock. It's buttery smooth, save for some zombie encounters where the framerate crawls for a couple of seconds, pretty sure that a patch should solve this isse, but it's mostly perfect.

And 30 PFS for this game somehow feels smooth like Crysis 1 did at the same framerate. Not sure what, maybe the console roots or a good motion blur implementation, but people with performance issues should give it a look.

i7 4440, GTX 970 and 8 GB RAM.

Also, hated Dead Island but I'm honestly loving this game.
 

nowarning

Member
^^ Nah that's Troy Baker, the guy in Dying Light is voiced by Roger Craig Smith who I only really know as Chris Redfield from resi series.
 

Rnr1224

Member
Just tried the changing the Viewing Distance slider all the way down and performance is much better. Getting 50-60 in almost all areas with some dips to high 40s sometimes.

FX-4130
GTX 970
8 GB RAM
 

Corpsepyre

Banned
http://www.dsogaming.com/pc-performance-analyses/dying-light-pc-performance-analysis/

This explains a lot.

'Chrome 6 Engine seems able to scale on more than eight CPU cores. As we can see, all twelve threads of our six-core CPU (Hyper Threading enabled) were being used. However, Dying Light seems to be suffering from awkward single-threaded CPU limitations. What does this mean? Well, it means that you will face performance issues once your main CPU core is maxed out. And it will, as Dying Light – similarly to Assassin’s Creed: Blag Flag – is not properly multi-threaded. Basically, it won’t matter whether you have a quad-core, a hexa-core or an octa-core as the stress that is being put on the main CPU core will bottleneck the entire system.'

'This is further strengthened by our own tests. When we simulated a tri-core and a quad-core system, we did experience any major performance hit. Not only that, but the game simply froze – and we were unable to even navigate its menu screen – when we simulated a dual-core CPU (with Hyper Threading enabled).'

'Regarding its GPU requirements, a single GTX680 is unable to maintain 60fps at all times on High settings though there is a respectable number of graphics options to tweak in order to improve performance. On the other hand, while a GTX690 has the horsepower to offer an almost constant 60fps experience, it is held back by its VRAM (each GPU core has access to 2GB of VRAM). On High settings at 1080p, we experienced major stuttering issues while we were roaming the roads of Dying Light. Dropping the textures resolution to Medium resolved those stutters, so if your GPUs are not equipped with enough VRAM, we strongly suggest avoiding the game’s High textures.'

'But how does Dying Light run on a really powerful CPU like the 4930K? Well, not as good as we’d expect. As we’ve already said, Dying Light suffers from single-threaded CPU issues; something that is being affected by the game’s View distance setting. Even with the View Distance at 50%, we were unable to maintain constant 60fps. In order to get really close to such experience (minimum 54fps) we had to overclock our CPU at 4.2Ghz. What this basically means is that this game loves overclocked CPUs. The higher your frequency, the better. After all, this is the only way to overcome the game’s single-threaded CPU issues. And in case you are wondering, no; there is no CPU able to run Dying Light with 60fps when View Distance is set at 100%.'
 

MaLDo

Member
100% distance view is really rough to bend, but is not necessary at all. The game uses vram, ram and lods really well imo.


Comparisson in the first open location

dying01.gif
 

Rigbaby

Neo Member
FPS are either a solid 60 or 30 depending on the viewing angle?? I really like the feel of 60fps, first person ususally gives me horrible nausea but DL has been really easy on the eyes.

-Max settings
-Stock FOV and Distance
-V-sync disabled at menu (enabled on control panel)
-Motion Blur disabled

i7 4771
GTX 660ti unlocked +35 voltage
8GB DDR3
Z87-G45 Mobo
 
I've been playing it @ 2560x1440 (downsampled to 1080p using DSR) with everything on, 50% draw distance and standard FOV.

Using RTSS to force a 30 FPS lock. It's buttery smooth, save for some zombie encounters where the framerate crawls for a couple of seconds, pretty sure that a patch should solve this isse, but it's mostly perfect.

And 30 PFS for this game somehow feels smooth like Crysis 1 did at the same framerate. Not sure what, maybe the console roots or a good motion blur implementation, but people with performance issues should give it a look.

i7 4440, GTX 970 and 8 GB RAM.

Also, hated Dead Island but I'm honestly loving this game.

I used your idea of limiting the frames with RTSS. I had never used it before so it was new to me. It's not a perfect solution since I'd prefer to play at 60 but for now I can accept it. I will try to play through a mission or two tonight but when I was testing it just now all seemed ok.
 

Peterthumpa

Member
I used your idea of limiting the frames with RTSS. I had never used it before so it was new to me. It's not a perfect solution since I'd prefer to play at 60 but for now I can accept it. I will try to play through a mission or two tonight but when I was testing it just now all seemed ok.

Indeed, it works pretty well for Dying Light. Some games are not so "smooth" with RTSS, but with DL I'm quite pleased with the results.
 

DarkOneX

Member
1) You would sell your PC and lose money in the process just for Dying Light ?
2) What makes you think you're gonna get better performances on PS4 ?

Bought the PC version sometime back and played it yesterday on my laptop and ran like dog shit so bought the PS4 one last night and it runs perfect and looks pretty nice still, so it will.
 

Seanspeed

Banned
I'm struggling to see the differences here.
You get a bit more foliage popping in at 25%. Then a bit more at 50%. Then it seems to have increases in model quality beyond that.

Or check the tin roofing. At 0%, all the roofs in view are dull and flat. 25% adds higher quality models to the ones nearest you. 50% adds a bit more. 75% doesn't show much but it would if there were roofs in between the closer ones and the houses farther away. At 100% you get the improved models on the farther away roofs.

Its not a big difference, though. I wouldn't want to do 0%, but 50% seems reasonable for a modest performance cost. 0-25% would be for those who really need every bit of performance they can get.
 

Durante

Member
That's really interesting, a surprisingly massive difference going from Ivy Bridge to Haswell.

Edit: Oh, and this looks like one of those games that would have gotten a massively better reception for its technical quality if they had maxed out the view distance slider at their current 50% setting, called that "ultra", and only allowed higher settings in some .ini file. Makes no sense, but that's how it is.
 

MaLDo

Member
You get a bit more foliage popping in at 25%. Then a bit more at 50%. Then it seems to have increases in model quality beyond that.

Or check the tin roofing. At 0%, all the roofs in view are dull and undetailed. 25% adds some detail to the ones nearest you. 50% adds a bit more. 75% doesn't show much but it would if there were roofs in between the closer ones and the houses farther away. At 100% you get the increased detail on the farther away roofs.

Its not a big difference, though. I wouldn't want to do 0%, but 50% seems reasonable for a modest performance cost. 0-25% would be for those who really need every bit of performance they can get.

Interesting that using more detailed roofs in the distance increase geometry aliasing and shader aliasing artifacts.
 

LilJoka

Member
That's really interesting, a surprisingly massive difference going from Ivy Bridge to Haswell.

Edit: Oh, and this looks like one of those games that would have gotten a massively better reception for its technical quality if they had maxed out the view distance slider at their current 50% setting, called that "ultra", and only allowed higher settings in some .ini file. Makes no sense, but that's how it is.

Single core turbo speeds is likely the reason.
 

SoundLad

Member
Running on
i7 3770 @ 3.5Ghz
GTX 780ti
8GB RAM

1080p ,shadows on medium, view distance 50 and the rest on max/on.

Last night's impressions were fairly positive for me (~30-60+ fps). However a major concern is whenever I'm entering a new area it seems like the assets loading has an impact where the game seems to freeze anywhere from a half a second to a full 2 seconds but this goes away quickly afterwards. Maybe my 7200rpm HDD is dying? :'(

Tonight I want to see actual numbers and also attempt to lock the FPS somewhere in the 30 or 40 fps range.
 

SoundLad

Member
From reading this thread, the consensus seems to be that the game is extremely CPU-bound.

Question to those with knowledge:

How likely is it that the developer could release a patch that would result in the game utilizing multiple cores better? Like, is that something that can even be done post release with patches? Are there any examples of this being done in the past where a game's CPU utilization was drastically improved with patches?
 
AVX efficiency might come into play as well.

Does the game even use AVX though?

I don't think the game's executable is compiled to use that particular extension given that pre Sandy Bridge CPUs (e.g. 1st gen i7s/i5s) can also run this game.

The number of games that actually use AVX for the PC in 2015 can still be counted on one hand. Some examples include GRID 2 and GRID Autosport which have AVX and non-AVX compiled executables for CPUs that do not have AVX support.
 

abracadaver

Member
From reading this thread, the consensus seems to be that the game is extremely CPU-bound.

Question to those with knowledge:

How likely is it that the developer could release a patch that would result in the game utilizing multiple cores better? Like, is that something that can even be done post release with patches? Are there any examples of this being done in the past where a game's CPU utilization was drastically improved with patches?


I want to know as well. The game runs well on consoles after all so the devs must know how to support multicore CPU's
 
Are there any examples of this being done in the past where a game's CPU utilization was drastically improved with patches?

If my memory serves me correctly, Skyrim was notoriously CPU bound before some patches were issued to ensure better CPU utlization, especially when looking down at the top of stairs in the city/town of Whiterun which would tank framerates even on top of line CPUs at the time.
 

SoundLad

Member
If my memory serves me correctly, Skyrim was notoriously CPU bound before some patches were issued to ensure better CPU utlization, especially when looking down at the top of stairs in the city/town of Whiterun which would tank framerates even on top of line CPUs at the time.

That's great to hear, hopefully something similar can be done here.
 

sniperpon

Member
Chrome 6 Engine seems able to scale on more than eight CPU cores. As we can see, all twelve threads of our six-core CPU (Hyper Threading enabled) were being used. However, Dying Light seems to be suffering from awkward single-threaded CPU limitations. What does this mean? Well, it means that you will face performance issues once your main CPU core is maxed out.

Conky shows all four of my CPU cores being used to an almost completely equal degree, with total CPU usage hovering around 50-55%. I wonder if the GNU/Linux version of the engine handles multiple cores better than the Windows version?
 
Where ma G-Sync Homies at?

It's working fine yo. :)

As for me, at 4K the performance difference seemed not very different between minimum and medium-ish settings. Mostly floating around 45-60 and then drops to 35 in hectic situations.

Hope it's patched. Because I really really dig this game.

Also...should I start considering upgrading my CPU? Or does the fact that it's heavily OCed negates the need for it?

i7 2600K @ 4.7 GHz
8GB RAM
Samsung EVO SSD
GTX 780 TI SLI
 

Devildoll

Member
Can you turn the CA off? Please tell me that's optional.

That CA, holy shit. Why is this a thing? Also I feel like the devs released a video of the game awhile back and it looked much better. Maybe around the time the PC recommended specs were revealed.

That chromatic aberration, damn.

Doesn't look like anyone will get 60 fps with view distance over 45% (and an overclock) just going by Andy guide.

Can you turn off the grain and CA?

I know they are meant for unsettling horror atmosphere but...

Found a fix over at reddit.

Credit goes to fireundubh for the CA and quickshot101 for the filmgrain

I'll spare you guys the labor, but explain what you need to do.

You extract SteamApps\common\Dying Light\DW\Data0.pak using winrar, ( these pak files hold a lot of other settings, so you savvy people can probably find other cool stuff in there )
and then place the relevant files in your dying lights "my document" folder.

The correct path for the CA files will be
Code:
yourdocs\DyingLight\data\postprocess\include\


You basically comment out these lines - 1425-1438 in main.ppfx
Code:
1425	//If("f_pp_aberration_on", "", "", "", "") 	 	
1426	//{ 	 	
1427	// if(e_path != SM31) 	 	
1428	// { 	 	
1429	// SetRenderTargetsView("_4_BLUR_TEMP", ""); 	 	
1430	// SetBuffer(8, "4_RGBA16F_B"); 	 	
1431	// Mesh("quad_screen.msh", "copy.mat", "std"); 	 	
1432	// } 	 	
1433	// 	 	
1434	// resolve(0, "/32"); 	 	
1435	// SetRenderTargetsView("_4_BLUR", "noresolve"); 	 	
1436	// SetBuffer(8, tex_0); 	 	
1437	// Mesh("quad_screen.msh", "screen_aberration.mat", "std"); 	 	
1438	//}

As well as line 1378-1387 in renderloop.ppfx
Code:
1378	//If("f_pp_aberration_on", "", "", "", "") 	 	
1379	//{ 	 	
1380	// SetRenderTargetsView("_2_RG11B10F_A", ""); 	 	
1381	// SetBuffer(16, "2_RG11B10F_B"); 	 	
1382	// Mesh("tri_screen.msh", "copy.mat", "std"); 	 	
1383	// 	 	
1384	// SetRenderTargetsView("_2_RG11B10F_B", ""); 	 	
1385	// SetBuffer(16, "2_RG11B10F_A"); 	 	
1386	// Mesh("tri_screen.msh", "screen_aberration.mat", "std"); 	 	
1387	//}

Here are the results







Files to remove CA -> https://dl.dropboxusercontent.com/u/2349952/RemoveCA.rar
Files to remove film grain -> https://dl.dropboxusercontent.com/u/2349952/removefilmgrain.rar
 

TMONSTER

Member
One of the few games that scales well with quad sli. Frame rate is all over the place though varying from 60-120fps outdoors with view distance 60%. Gysnc helps out alot here.
 
found a fix over at reddit.

i'll spare you guys the labor, but explain what you need to do.

You extract SteamApps\common\Dying Light\DW\Data0.pak using winrar,
and then place the relevant files in your dying lights "my document" folder.

the correct path for the CA files will be
Code:
yourdocs\DyingLight\data\postprocess\include\


you basically comment out lines these lines - 1425-1438 in main.ppfx
Code:
1425	//If("f_pp_aberration_on", "", "", "", "") 	 	
1426	//{ 	 	
1427	// if(e_path != SM31) 	 	
1428	// { 	 	
1429	// SetRenderTargetsView("_4_BLUR_TEMP", ""); 	 	
1430	// SetBuffer(8, "4_RGBA16F_B"); 	 	
1431	// Mesh("quad_screen.msh", "copy.mat", "std"); 	 	
1432	// } 	 	
1433	// 	 	
1434	// resolve(0, "/32"); 	 	
1435	// SetRenderTargetsView("_4_BLUR", "noresolve"); 	 	
1436	// SetBuffer(8, tex_0); 	 	
1437	// Mesh("quad_screen.msh", "screen_aberration.mat", "std"); 	 	
1438	//}

as well as line 1378-1387 in renderloop.ppfx
Code:
1378	//If("f_pp_aberration_on", "", "", "", "") 	 	
1379	//{ 	 	
1380	// SetRenderTargetsView("_2_RG11B10F_A", ""); 	 	
1381	// SetBuffer(16, "2_RG11B10F_B"); 	 	
1382	// Mesh("tri_screen.msh", "copy.mat", "std"); 	 	
1383	// 	 	
1384	// SetRenderTargetsView("_2_RG11B10F_B", ""); 	 	
1385	// SetBuffer(16, "2_RG11B10F_A"); 	 	
1386	// Mesh("tri_screen.msh", "screen_aberration.mat", "std"); 	 	
1387	//}

here are the results







files to remove CA -> https://dl.dropboxusercontent.com/u/2349952/RemoveCA.rar
files to remove film grain -> https://dl.dropboxusercontent.com/u/2349952/removefilmgrain.rar

This needs to be added in OP too.
 

Afro

Member
removing chromatic aberration

NOTE! It seems this tweak doesn't completely remove the CA:

Note:

The current version of this tweak apparently disables only the in-your-face version of chromatic aberration, like that seen when you first wake up in the tower. There appears to be an additional postprocessing effect that affects things in the distance but which is not obviously named "aberration." It also appears to be radial. I'm looking for it.
 

wiggleb0t

Banned
3770k 4.6GHZ
770SLI stock
16gb ram 1886mhz
1080p

It's chewing through everything pretty well except could be better on cpu as already mentioned.
Looks pretty at times, rough in others & mostly imo really badass intense depending if you like the setting which imo gels greatly with the gritty shanty town areas & design.


img host

free image host
 
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