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Dishonored 2 PC performance thread

Well that's encouraging at least.

It just kinda sucks that you have to wait for the game to get fixed, and usually the first patch will not make it better.

I really dislike ID Tech 5. Should've kept U3 or upgrade to U4.

But, i guess we'll just have to wait. Game looks awesome and so far reviews on the gameplay and story show promise. Too bad i can't play it just yet haha.
 
Ok there is definitely something wrong with this game. Where I had 5 fps yesterday ran completely perfect today. The next area was also fine, but then I went indoors and looked outside through a window after which looking in that particular direction regardless of where I was instantly dropped my framerate to a complete slideshow. Like, what the hell? Is the game forgetting to stop rendering things you're not looking at once you have been indoors or something?
 
Since I'm close to two hours I'll stop playing this and wait a few days until we get some kind of patch or, at least, a statement. But I don't see how I'm not going to refund this.

It is the worst port ever made, and that is no hyperbole. It looks and runs worse than Arkham Knight did on release. What a clusterfuck.
 
You guys are way off-base, the generation of efficient GPU microcode is the number one focus on console this generation, in order to get maximal hardware utilization. As a result we pursue tons of techniques that leverage microcode intrinsics (to achieve scalarization for better VGPR utilization) or other hardware features on the consoles (render target metadata, MSAA abuse). Then we have to spend time figuring out how to bring similar to the PC (c.f. NVIDIA and AMD), or come up with alternate schemes.

And almost no one does development of PC as a port. PC is a different build target out of the same tree for almost every studio out there, and for a majority of them the primary development platform. I don't know why the audience clings to this notion of "ports", it's nonsensical.
Well, yeah, but you don't need to bring any on this to PC as PC GPUs are so much faster that they'll be fine even without console code rendering tricks - and this in fact is what most devs are doing, the usage of AGS and NVAPI for porting console shader intrisics are limited to just a couple of titles right now. Then there's SM6 which should provide a way to handle most of console shader extensions inside DX standard shader model. One could also argue about the levels of benefits these console specific GPU optimizations will even bring to NV's PC h/w - which is the majority of h/w here.

Basically, console GPU code is not the reason we get bad "ports" like Dishonored 2, it's the general lack of attention to PC specific h/w configurations (NUMA being one of them) and / or badly written renderers in general (NMS is still stuttering on my GTX1080 for example).
 
I'm looking around a lots so progress isn't fast, but landed to main areas of the game. Performance hit is real. First part of the game averaged around 90FPS on Ultra. Now in opening scene Ultra is <50FPS and even Very High is still <60FPS.

Ultra

Very High

Like earlier mentioned running 1080p, adaptive resolution at 100, HBAO+ On and rest either enabled or on mentioned setting. Textures on Ultra for now, shouldn't have performance hit?

Rig
i5 6600K @ 4,2
16GB
980Ti

Damn, your performance and those screenshots are ugly. I'll have to wait on this one (I have a i5 6600K @ 4.6 GHz and an OCd 1070 btw).
 
Basically, console GPU code is not the reason we get bad "ports" like Dishonored 2, it's the general lack of attention to PC specific h/w configurations (NUMA being one of them) and / or badly written renderers in general (NMS is still stuttering on my GTX1080 for example).

This is too broad a topic to go into in detail (come see my talk next week at Dartmouth!) but the original statement was:

You don't need to care about shaders when porting to PC, they are basically the same as on consoles.

And I would claim this is false--we definitely do need to care, and we do, because our techniques leverage intrinsics and hardware access to pull off things that are simply non-performant in the PC space.

NUMA is annoying but only affects our image streaming solutions--on console we heavily rely on the MMU and PRT to handle this now, and manually moving things on PC Is a pain but not a huge deal.

Renderers tied to the DX11 driver thread model with non-performant serial command buffer generation are still probably the biggest performance issue in the space, but shading approaches are a close second.
 
With my same rig i can run FH3 at 4k with SMAAx4 everything cranked up and keep a steady 60fps. I will only drop in the city and that is to 55. So how is this game trash?

Dishonored im getting 11fps. ELEVEN!
okp66FD.gif
 
It's always "some" players are having trouble.

it's probably just standard operating procedure, acknowledging that most players are having issues seems like a bad PR move. They can just look at the number of people reporting issues vs the number of total players as justification (even when people who don't report it can also be suffering from performance issues)
 
so yeah, finally put the game at full with 100 percent scaling which i hadnt done and yes...it stutters...killcams for me go below 30fps...so weird and jarring
 
Hey guys do you think they're aware?

dbfc.png


Also just below this was one reply that was slightly different. It starts "Not for most".

Man that makes me so mad lol.
 
Do we have any Arkane devs on GAF? I don't see why we should be reported issues with a 140 character limit.

Anyways, tweeted mouse smoothing issues, along with audio distortions I'm noticing with dialogue. Can't understand anything the NPCs are saying.

Is there anyone here who says it's running fine?
I'm from the future. Here we have a patched version of Dishonored 2 that's decent enough, but our video cards and processors run games this old at 20k resolution and 2k fps with no problems.
 
SuperÑ;223921305 said:
Im getting tired of this trend of shitty pc ports.

I don't know- just in the past month Gears 4, Battlefield 1, Titanfall 2, and Infinite Warfare have all had fantastic ports.

Does locking it to 30fps on PC eliminate stuttering without introducing input lag? Last resort option, worked for me in Horizon 3.

I tried locking at 30 with RTSS and it was still way too stuttery. May try it with Nvidia 30 fps lock instead. Otherwise I'm considering going with the PS4 version. It may still be 30 fps but the frame pacing is probably fine.

Is there anyone here who says it's running fine?

The RPS review in progress basically said that. More demanding than expected but they put in over 9 hours without issue.
 
The issue actually seems to be due to task manager setting Dishonored2.exe to "Low priority", if I manually set it to High Priority, I get a big boost in FPS.

Unfortunately, it periodically resets back to low every couple of mins/load screens.
 
The issue actually seems to be due to task manager setting Dishonored2.exe to "Low priority", if I manually set it to High Priority, I get a big boost in FPS.

Unfortunately, it periodically resets back to low every couple of mins/load screens.

Same here. Its reseting everytime to low.
 
The issue actually seems to be due to task manager setting Dishonored2.exe to "Low priority", if I manually set it to High Priority, I get a big boost in FPS.

Unfortunately, it periodically resets back to low every couple of mins/load screens.
Whoa, wtf

uS9FQin.png


Reporting that to their Twitter
 
Oh wow that prioty thing is insane. I set it to High from Low and I have gained well over 20 fps in the same exact scene. But it reverts back to Low in after a minute or so. Is there a way to stick it?
 
The issue actually seems to be due to task manager setting Dishonored2.exe to "Low priority", if I manually set it to High Priority, I get a big boost in FPS.

Unfortunately, it periodically resets back to low every couple of mins/load screens.
Well I guess you could bind a powershell script to a hot key that does the job after every loading screen. But pretty ridiculous if that's what's majorly causing the poor performance.

Glad I didn't pre order it, I was tempted shortly but then Beth came around with their new agenda etc. Will pick this up when it hits 20 bucks or sth, seems like a fantastic game with major tech problems on all platforms from early impressions.
 
Ok there is definitely something wrong with this game. Where I had 5 fps yesterday ran completely perfect today. The next area was also fine, but then I went indoors and looked outside through a window after which looking in that particular direction regardless of where I was instantly dropped my framerate to a complete slideshow. Like, what the hell? Is the game forgetting to stop rendering things you're not looking at once you have been indoors or something?

I wanna know this too, but I dont wanna use my 20 hour gameplay refund time tinkering with their fucking shitty graphics. I wanna know what I can turn down doesn't matter as long as it's not all very low or some shit.

There is something weird. I set the NVIDIA recommended settings and tweaked them around to this. Now i get a locked 60fps so far in the intro, initial level and the first outside area.

Here are the settings i have.


Really something weird as some of the settings i set higher and have no impact on the FPS so far. I'll look more into it.

Take my advice and dont waste your time man.

I know i shouldn't... just kinda lame that this kind of thing happens around here. But i appreciate the advice and will take it. I've been looking into this game performance, its weird.
 
is anyone not ona titan pascal or 1080 that won the silicon lottery playing this at a minimum fps of 60?

edit: ^ Thanks for the screens, really helpful. Appreciate it. You have a 60hz monitor, right? and a better video card to be fair. I have a 144hz monitor and only a 1070, the fluctuation is much more noticeable
 
The issue actually seems to be due to task manager setting Dishonored2.exe to "Low priority", if I manually set it to High Priority, I get a big boost in FPS.

Unfortunately, it periodically resets back to low every couple of mins/load screens.

You should send this info to Arkane on twitter or something.
 
The area around the first Wall of Light you encounter seems to be the biggest performance hit area so far so I'm not sure if benchmarks in Dunwall are all that useful. Isn't nearly as large or complicated as Karnica.
 
Check my settings and see if they work for you. Im playing with GTX1080 FTW.

That must be brute forcing you to 60fps minimum, thanks though. I stupidly bought a 1070 instead because I was too lazy to drive 10 more kilometers to another store. Thanks tho

genuinely even thought my 970 would run this at 60+fps no problems, haha. Whoops!
 
Right, they had no clue about the performance issues and just decided to go ahead with the policy anyways. No clue.
It's just odd to bring this up when bethesda has done that for years and many games were fantastic.

Pre release reviews will soon be a thing of the past like demos. It's sad but it brings more profit, all we can do is to not preorder and/or refund.
 
That must be brute forcing you to 60fps minimum, thanks though. I stupidly bought a 1070 instead because I was too lazy to drive 10 more kilometers to another store. Thanks tho

genuinely even thought my 970 would run this at 60+fps no problems, haha. Whoops!

So far, i have no dips in FPS. Waiting to get to the busiest areas to see what impact i have.

Ayyy I think you're playing in the least demanding view. I recall someone here saying performance was better with that (which seems reasonable).

Still get 60. Which was what they said i could not do. Its a good standing game after all the optimization done to it. It was plagued with small issues at release.
 
So I have the exact "recommended" specs for this game (nvidia version) and it's a nightmare. Framerates around 40-50 after reducing some settings but the frametimes are so bad it's too physically unpleasant to play. Not to mention the anti-aliasing... really soft on TXAA and FXAA high just looks like there's no AA running at all.

Well, hmm. I guess I have to pick another game to play this long weekend.
 
And I would claim this is false--we definitely do need to care, and we do, because our techniques leverage intrinsics and hardware access to pull off things that are simply non-performant in the PC space.

NUMA is annoying but only affects our image streaming solutions--on console we heavily rely on the MMU and PRT to handle this now, and manually moving things on PC Is a pain but not a huge deal.

Renderers tied to the DX11 driver thread model with non-performant serial command buffer generation are still probably the biggest performance issue in the space, but shading approaches are a close second.

They're not as much non-performant as they are simply non-existing.

I don't see how it's a close second as all the difference here lies in things which are simply absent on PC. Even removing this stuff from shader code should be a lot easier than writing a totally different resource management routines for D3D12 for example. Or are you saying that you have to write a completely different shaders for PC because your usage of console intrinsics are so deep that the shaders can't work without them?

Then again the original statement was on Pro and Scorpio affecting this further - which they won't even if you do need to care about shaders when porting them to PC since their GPUs shader core features are mostly the same as on PS4/XBO.
 
When a dev tests a game do they do the testing on a super computer?

Performance issues were known about, just flagged as low priority issues by QA team. I would guess anyways because publisher most likely wanted to keep release date, so "minor" performance issues are okay.
 
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