• Hey Guest. Check out your NeoGAF Wrapped 2025 results here!

Dishonored 2 PC performance thread

I hope that for Prey they got finished idTech6 and did absolutely nothing to it in-house. This "70% rewritten idTech6 v0.1" is filled with tech issues, not highlight of Arkane's engineers careers.

Its using Cryengine, FWIW. Now whether that means in terms of performance is something we won't know until near release of the game.
 
cool thanks, but it always seems to be people with i7s that are being able to keep this game at a STABLE 60fps. I have an i5 6600k 4.5ghz and turning everything to low still drops me to 45-50 (1070)

Did you try forcing the process to high? That made a very large difference for me. Also view distance to very low barely made a visual difference to me so could be worth trying if you havn't
 
Did you try forcing the process to high? That made a very large difference for me. Also view distance to very low barely made a visual difference to me so could be worth trying if you havn't

yup, been trying it all. probably like 7 hours of my "playtime" has been tinkering with settings. lol
 
I have a gtx1080 , 32 gb ram and i7 skylake processor and this game runs like dog shit. They need to get their shit together and release a performance patch asap.
 
I keep crashing to desktop over near the end of the
clockwork mansion.
The game was running fine for me before this so I'm pretty bummed. I can't make progress at all.

Edit: Just saw about the patch. Hopefully that will fix it.
 
Probably because its not the same engine.

D1 was on Unreal 3
D2 ID Tech modified.

I thought they switched to Unreal 4. Sad really. I remember the original game running 60 FPS maxed out on my laptop and it wasn't high end or anything. The game still looked great back then too.
 
For some reason this game isn't showing up in my library in the steam app despite playing over 3hrs of it.


I like how lots of things in the environment are destructible.


( just realised this isn't the official thread)
 
Its using Cryengine, FWIW. Now whether that means in terms of performance is something we won't know until near release of the game.

W.... Why Arkane is engine jumping like squirrel on acid trip? From UE to internally mutilating idTech for own in-house engine to CryEngine. Next up Source 1?
 
The game still looked great back then too.

I don't know, I remember Dishonored getting a lot of flak for looking outdated upon its release. But, with any sequel, it always appears the general consensus ends up being that people always like the "old one" better, for one reason or another.

That said, the issues in this game are nigh unacceptable.
 
I thought they switched to Unreal 4. Sad really. I remember the original game running 60 FPS maxed out on my laptop and it wasn't high end or anything. The game still looked great back then too.

Yea... U4 would've been amazing.

This is why you can always rely on an engine that has been around for longer and has a good record and documentation to support your game.

Never been a fan of ID Tech, most games that have been release on it look really nice, but always show up with some kind of tech problem. This includes Rage, Wolfenstein, The Evil Within and so on. All got patched and now worked awesome, but they had that bump at release that leaves a bad taste.

I still look forward to the game working properly. The little bit i have played is pretty awesome so far.
 
Yea... U4 would've been amazing.

This is why you can always rely on an engine that has been around for longer and has a good record and documentation to support your game.

Remember, UE3 had serious asset load stutter and texture loading issues, usually regardless of the game that used it. There were countless threads over the years on how to diminish the stuttering, or un-muddy the textures.

UE4 ain't perfect either. Though the the Void engine isn't off to a great start, to say the least.

Looks nice, at least...*sigh.*
 
When I played it at EGX the framerate being pretty unsteady despite the fact it trumpeted being played on a 1080GTX stuck out to me, so it's unfortunate that that apparently stayed the same with the release version.

Then again, hearing it's on ID Tech kind of explains everything; presumably it's the awful older version and not the far better Doom 2016 update. I thought that thing had finally been taken out back.
 
Remember, UE3 had serious asset load stutter and texture loading issues. There were countless threads over the years on how to diminish the stuttering, or un-muddy the textures.

UE4 ain't perfect either. Though the the Void engine isn't off to a great start.

Looks nice, at least...sigh.

True. But with certain engines you learn to know what to expect right?

There are certain limitations or issues on how an engine will work because of how its setup.
 
Remember, UE3 had serious asset load stutter and texture loading issues, usually regardless of the game that used it. There were countless threads over the years on how to diminish the stuttering, or un-muddy the textures.

UE4 ain't perfect either. Though the the Void engine isn't off to a great start, to say the least.

Looks nice, at least...*sigh.*

What even was the point in developing Void engine if they aren't even going to use it in their next game? Puts into question if we will see it in future at all.
 
Deus Ex had the same issue as Dishonored 2 for me, certain areas would tank the framerate no matter what settings were used. There was a wall I could stare at and see 40 fps, look away from it and back to 60+.

DX:MD was CPU bound in several parts of Prague.

W.... Why Arkane is engine jumping like squirrel on acid trip? From UE to internally mutilating idTech for own in-house engine to CryEngine. Next up Source 1?

Maybe they hired a bunch of the ex-Crytek Austin guys and thought that using CryEngine would speed things up?
 
After Tech4 id's engines seemed to lose their way compared to the competition. UE4 would have been far better for this game than this bastardized piece of id tech. A pity they have let their game (which is very good) down, by a poor choice of engine :(
 
I'd be very curious to talk to the Arkane guys about it... it sounds like something in their dynamic resolution is causing blocks on swap chain surfaces... but normally it's the other way around, with 1:1 on the swap chain you'd attempt to bind that as a render target to elide a temporary in the post, and then get a stall on the CPU causing weird sync + micro-stutter.
Would it cause anything if it doesn't even work visibly?
Gamestar, Computerbase and users are reporting that the adaptive resolution option currently has no effect on the image.

W.... Why Arkane is engine jumping like squirrel on acid trip? From UE to internally mutilating idTech for own in-house engine to CryEngine. Next up Source 1?
Well there are two different Arkane Studios, one in Lyon, France (Dishonored 2) and the other in Austin, Texas (Prey).
 
Was worried this would happen just like evil within "heavily modified" idtech5. Gaffers told me it won't and what we have now? Lol. The only game that is ok with modified idtech5 is wolfenstein because they kept everything very close to what the engine is capable of.
 
True. But with certain engines you learn to know what to expect right?

There are certain limitations or issues on how an engine will work because of how its setup.

Yes. Don't get me wrong, I would have preferred UE4 instead, just pointing out it would have had its issues as well.

What even was the point in developing Void engine if they aren't even going to use it in their next game? Puts into question if we will see it in future at all.

I wasn't aware they don't plan on using it further. That does indeed seem pointless.

Would it cause anything if it doesn't even work visibly?
Gamestar, Computerbase and users are reporting that the adaptive resolution option currently has no effect on the image.

I noticed right off it wasn't lowering resolution at any point either. I'm wondering if the fact that its primary function appears to be currently malfunctioning, is the direct cause of what @BriareosGAF was describing.

I thought I was way out there originally suggesting that the adaptive resolution had some part in the frame pacing issues, but I guess not. Good to know.
 
I just started up the game for the first time. I was trying to keep an open mind in regard to the performance, but I had to stop playing after the first bit already. It's that bad.

I got into the room (first bit) where Corvo is trapped inside the marble and the framerate just tanked completely to like something akin to 15-20fps. However there are clear moments of 60fps or higher, it's ridiculous.

I have a R9 390, I5-6700 and 8GB ram. However, I am playing on high settings and only on a 1600x900 res monitor at the moment. You'd think that my rig would be able to handle at least high settings decently on a lower res. Nope, it's atrocious really.
 
I just started up the game for the first time. I was trying to keep an open mind in regard to the performance, but I had to stop playing after the first bit already. It's that bad.

I got into the room (first bit) where Corvo is trapped inside the marble and the framerate just tanked completely to like something akin to 15-20fps. However there are clear moments of 60fps or higher, it's ridiculous.

I have a R9 390, I5-6700 and 8GB ram. However, I am playing on high settings and only on a 1600x900 res monitor at the moment. You'd think that my rig would be able to handle at least high settings decently on a lower res. Nope, it's atrocious really.

Yep, that's where I stopped too. It's kinda funny how I get 22 FPS on Ultra (or any other preset for that matter) at 1080p in that zone with my older R9 290. I guess the i7 from my 3770 is really important.
 
U7QCQk2.png

Good news.
 
^ Phew.

Also, I honestly think once they get the Adaptive Resolution option working as intended, the frame pacing issue will go away. Pair that with the mouse fix, and, other than the poor preset scaling, that takes care of the big ones right there.

Now lets see if they actually do it.
 
Also came by run ruining bug in Mission 5. Every time I do nonlethal takedown on mission target one specific NPC dies, every time. Game counts it as me killing said NPC. No-kills run stopped / ruined for good. What happens; https://gfycat.com/ScrawnyOnlyBlacknorwegianelkhound

I don't want to spoil myself with this specific case, but there are definitively some bugs regarding civilian deaths. I've replayed some missions two times now because I got one NPC death even when I'm 100% sure I had zero contact with NPCs in those missions, much less letal.

Looks like there may be NPCs failing out of the level or something. Pretty serious issue when you want to do a no-kills run.
 
I don't want to spoil myself with this specific case, but there are definitively some bugs regarding civilian deaths. I've replayed some missions two times now because I got one NPC death even when I'm 100% sure I had zero contact with NPCs in those missions, much less letal.

Looks like there may be NPCs failing out of the level or something. Pretty serious issue when you want to do a no-kills run.

This is case of me looking at hostile NPC who is knocked out, do nonlethal on target and knocked out hostile NPC dies. Without me touching her.
 
A 1070 at Very Low should run at around 60 FPS. Are you fucking kidding me with this shit? Why couldn't they just have licensed UE4? Or just upgrade their UE3 version?

Did they just design the entire game around "Well who wants to run above 30 FPS anyway?" or something?
 
It's always so frustrating when developers dont do the basic little things like uncapped framerate or good mouse settings, especially when it only takes them a few days to fix it in a patch. I know its probably the big studio thats not giving them time to do it but still
 
Top Bottom