I think this is the most relevant benchmark I've seen.
http://gamegpu.ru/action-/-fps-/-tps/the-evil-within-test-gpu.html
The game doesn't appear to balance load correctly across CPU cores.
I kinda doubt they picked the engine. It seems more likely that bethesda required it.You can pick a better engine, hire a better programmer, etc. The director doesn't exist in a bubble.
I kinda doubt they picked the engine. It seems more likely that bethesda required it.
You can pick a better engine, hire a better programmer, etc. The director doesn't exist in a bubble.
Really?
Seems to be a bunch of people with all kinds of cards like the gtx770 getting around 45+ outdoors and 60+fps indoors consistently. Not great, but possible.
http://www.neogaf.com/forum/showthread.php?t=911735&page=30
uh, it's not locked at 60, but I've had no problems playing at 1440p on a 2500k/GTX970. It's 60 most of the time, farthest I've seen it drop is 45. Seems like there's some specific graphical effects that have a major performance hit.
I think this is the most relevant benchmark I've seen.
http://gamegpu.ru/action-/-fps-/-tps/the-evil-within-test-gpu.html
The game doesn't appear to balance load correctly across CPU cores.
I think this is the most relevant benchmark I've seen.
The game doesn't appear to balance load correctly across CPU cores.
Durante pls
So, precisely as the thread title states.
Forcing multi-sampling (MSAA) via the GPU control panel also fails to refine image quality to any noticeable extent, while Nvidia's built-in super-sampling technology - DSR - also seems non-functional on this particular title.
Is this an idtech5 gif?Lock at 30fps...?
Hell, the game is already cheaper on PC. I saved $15 on my purchase.And by then the game is probably going to be cheaper on PC than PS4.
¯_(ツ_/¯
Sure. YOU did. I hate to break these shocking news to you, but... not everyone is you.
Found this on DSOgaming's website. Interesting bit of info.
----
*snip*
A GTX680 or any equivalent card is simply unable to maintain constant 50fps, let alone constant 60fps.
----
What a shame!
Looked like a good game.
OMG I CAN't play the game its not 60fps even though i can lock on 30
I must have everything
Even people saying i'm not buying this game anymore....
Shut up ur not buying it in the first place. If u were interested this technical stuff is not a problem. In the end, its about gameplay and story
I wonder how the last gen versions run. Probably a nightmare.
Why did they use Idtech 5 again...seriously, Im genuinely curious. Its an incredibly cumbersome engine, but is that way to reach 60. Are there any benefits to using it otherwise?
It's indeed terrible. It's the same used in Rage right?
Is this an idtech5 gif?
Just a shit port.
I'm playing on PS4 and think the game is quite a looker at times, thanks to its great art direction and lighting system. However the framerate is up and down like a yoyo at points.
Obviously the tech team at Tango is pretty incompetent, or they really should have gone with a different engine instead of trying to rework ID-Tech 5. Surely UE3 would have worked just fine for them?
What the hell did they do to the codebase? ID Tech 5 should ensure 60fps not struggle to reach it. They must really have made a mess of it somehow.
I feel like this word gets thrown around far too often nowadays. It's not unoptimized, it runs easily at 30fps. It technically doesn't even support 60, which is a bullshit thing but a different story entirely.
Before it was revealed Mikami was working on a new survival horror game code named Project Zwei one guy posted on a 3D sculpting forum a lot of images of his work and of characters models he was making for a game on UE3 (I'll try to find the link, but it was a looong time ago). Turns out the guy was japanese and working at Tango and his models were for the Mikami game.
This was before Beth bought ID. I think the game started as a UE3 game and shifted to IDTech5 latter.
It's easy to dismiss the team at Tango as "pretty incompetent" but you have to remember they are a small team, made up of veterans and newcomers to the industry and they were probably forced to scrap their previous work and start again with tech they were not experienced with. Bethesda and Zenimax probably did this to avoid paying royalties to middleware providers.
Considerably bigger teams still had issues with IDtech5...hell even ID had issues. I don't know how Carmack and his team managed to drop the ball so hard this time.
It's a shame he left ID, I wonder how he would approach their next engine considering how their previous one performed.
Edit: Correction, this was not before Zenimax bought ID, but it was before even Project Zwei was revealed. I still believe the game started as a UE3 game.
I think this is the most relevant benchmark I've seen.
http://gamegpu.ru/action-/-fps-/-tps/the-evil-within-test-gpu.html
The game doesn't appear to balance load correctly across CPU cores.
Playing with an xbone controller btw. Not sure if the "30fps locked is unplayable" people are using m/kb.
I think this is the most relevant benchmark I've seen.
http://gamegpu.ru/action-/-fps-/-tps/the-evil-within-test-gpu.html
The game doesn't appear to balance load correctly across CPU cores.
Why did they use Idtech 5 again...seriously, Im genuinely curious. Its an incredibly cumbersome engine, but is that way to reach 60. Are there any benefits to using it otherwise?
edit: oh LOCKED at 60? I have no idea, im sure theres dips sometimes, I dont keep the counter up all the time. dont all games have dips?
It's funny actually, but I feel like super fast, twitch responsive gameplay would make the game little easier than it perhaps should be. Looking back on Resident Evil 4, it seemed like Capcom intentionally hindered or restricted movement to make the game more tense.