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Dishonored 2 PC performance thread

I've recently upgraded to a 165Hz G-Sync monitor - should I always turn motion blur off??

Depends on if you like motion blur or not.

The simple fact is that it basically emulates a lower pixel refresh time (e.g. less motion clarity). Seeing as most buy a high refresh monitor for enhanced motion clarity, it seems a little counter intuitive.

Is everyone turning on triple buffering for smoothness? Without it I find it quite stuttery on the Karnaca docks.

Also does triple buffering impact controller response or am I just imagining it?

There are exceptions, but under DX11, triple buffering adds an extra frame of input latency over double buffer, which adds two frames.

So yes, that would impact controller response.
 
Is there any point to triple buffering with a G-Sync monitor?

None at all. G-Sync runs on two render buffers just like double buffer V-Sync does. Triple buffering + G-Sync will either do nothing at all, or be more harmful than good. That said, triple buffering would only kick in when it hits the maximum refresh rate of the monitor, so it doesn't really matter anyway.
 
None at all. G-Sync runs on two render buffers just like double buffer V-Sync does. Triple buffering + G-Sync will either do nothing at all, or be more harmful than good. That said, triple buffering would only kick in when it hits the maximum refresh rate of the monitor, so it doesn't really matter anyway.

Thanks for the replies.

So the best thing to do with this game at the moment is to cap to 60fps but leave v-sync and buffering off? (This is with a 1070 and G-Sync monitor btw)
 
It appears so.

And yes, you don't want to enable any form of V-Sync and/or triple buffering via any game with G-Sync enabled.
 
Man, setting this to a 30 FPS frame limit looks all wrong. Feels more 20 FPS than 30.

edit: I tested with recording a Fraps video. It's definitely 30 FPS (I see 30 unique frames per second). I'll try 60 just to make sure.

edit2: 60 FPS checks out as well. I must be crazy.

It has bad frame times. The frames don't come in at an even pace, even though on average they come in at 30 frames per second. Hence 30 fps feels like crap. Same reason most 30 fps frame limiters on PC make game really choppy. Not all 30 fps are created equal. Play, say, Destiny on PS4. Perfectly acceptably smooth. That's 30 fps with perfect frame pacing. Play Dishonored 2 or Witcher 3 locked at 30 fps on PC. Feels like a slideshow.
 
It has bad frame times. The frames don't come in at an even pace, even though on average they come in at 30 frames per second. Hence 30 fps feels like crap. Same reason most 30 fps frame limiters on PC make game really choppy. Not all 30 fps are created equal. Play, say, Destiny on PS4. Perfectly acceptably smooth. That's 30 fps with perfect frame pacing. Play Dishonored 2 or Witcher 3 locked at 30 fps on PC. Feels like a slideshow.

You can have framerate problems EVEN with perfectly equal frametimes.

This is a moving ball

Frame . . . . . . . . . . . . . .Frametime
1 -O------------------------------ 0 ms
2 -------O------------------------ 33,33 ms
3 ----------O--------------------- 66,66 ms
4 -------------------O------------ 99,99 ms
5 --------------------O----------- 133,33 ms
6 ------------------------------O- 166,66 ms

Framerate is locked, frames are different, frametimes are perfect but ball movement is not smooth
 
You can have framerate problems EVEN with perfectly equal frametimes.

This is a moving ball

Frame . . . . . . . . . . . . . .Frametime
1 -O------------------------------ 0 ms
2 -------O------------------------ 33,33 ms
3 ----------O--------------------- 66,66 ms
4 -------------------O------------ 99,99 ms
5 --------------------O----------- 133,33 ms
6 ------------------------------O- 166,66 ms

Framerate is locked, frames are different, frametimes are perfect but ball movement is not smooth

So in your example physics is broken? Because that's the only thing that would cause the ball movement not to be smooth, the framerate / pacing is perfect. I'm not sure exactly what you're trying to demonstrate here.
 
You can have framerate problems EVEN with perfectly equal frametimes.

This is a moving ball

Frame . . . . . . . . . . . . . .Frametime
1 -O------------------------------ 0 ms
2 -------O------------------------ 33,33 ms
3 ----------O--------------------- 66,66 ms
4 -------------------O------------ 99,99 ms
5 --------------------O----------- 133,33 ms
6 ------------------------------O- 166,66 ms

Framerate is locked, frames are different, frametimes are perfect but ball movement is not smooth

Goddammit! One more thing to worry about. Thanks for the info though. Didn't realize that.
 
Tried to search this thread but are all of you noticing objects at a certain distance completely vanish? It's only the objects that you can interact with, not static objects.
 
You can have framerate problems EVEN with perfectly equal frametimes.

This is a moving ball

Frame . . . . . . . . . . . . . .Frametime
1 -O------------------------------ 0 ms
2 -------O------------------------ 33,33 ms
3 ----------O--------------------- 66,66 ms
4 -------------------O------------ 99,99 ms
5 --------------------O----------- 133,33 ms
6 ------------------------------O- 166,66 ms

Framerate is locked, frames are different, frametimes are perfect but ball movement is not smooth

You think it may be tied to the game logic? I know previous iterations of id Tech have a limited tick rate. I believe it maxes out at 60 fps.

It may be what we're seeing.
 
You think it may be tied to the game logic? I know previous iterations of id Tech have a limited tick rate. I believe it maxes out at 60 fps.

It may be what we're seeing.

Internal precise tic in old id tech (com_preciseTic) can produce it, yes.

Non uniform lag in render pipeline or frame queuing can cause it too.

Also, bad implemented multigpu support. My example can be a result of bad SLI with two gpus where they don't apply pipeline guess lag (I can't remember the name nvidia used).
 
That's likely the case then. As long as I lock it at 60, the frame pacing issue disappear; as soon as I raise it above 60 fps, it is immediately reintroduced.

Strange, seeing as Doom (2016) didn't have this problem at all.

I know the Void engine is a mish-mash of id Tech engines, so I can only assume they began working on it before later iterations of id Tech 6 were finished. It's one of the reasons games built with id Tech 5 are limited to 60 fps on PC.

It was a serious oversight on their part to create a current-gen engine with this issue. Question is, can they fix it?
 
So in your example physics is broken? Because that's the only thing that would cause the ball movement not to be smooth, the framerate / pacing is perfect. I'm not sure exactly what you're trying to demonstrate here.

Read this link: https://developer.nvidia.com/sites/default/files/akamai/gameworks/CN/Stuttering_Analysis_EN.pdf

Is the third case for stuttering
Timing discrepancy
– Appearance: framerate is fine, but animation and
simulation are choppy

It means: showed game time is not uniform.
 
I know there are various issues with limiting the framerate to 30 via RTSS, but does anyone have any insight into which is the best method (in terms of framepacing) for locking the FPS to 60? i.e. just using D2's built in framerate limiter, using it in conjunction with RTSS, using just RTSS, etc etc.
 
I am actually surprised with how well it's running on my gtx 960 after the latest patch, they did a very good job, it's actually playable and enjoyable now, it can be better of course but at least I can enjoy it, so glad they finally fixed the mouse issue, it was giving me motion sickness

question, what's the adaptive rez threshold thing ? I've set it to quality, the fps is limited to 60, but what threshold should i use ? I have no idea how it works
 
That's likely the case then. As long as I lock it at 60, the frame pacing issue disappear; as soon as I raise it above 60 fps, it is immediately reintroduced.

Strange, seeing as Doom (2016) didn't have this problem at all.

I know the Void engine is a mish-mash of id Tech engines, so I can only assume they began working on it before later iterations of id Tech 6 were finished. It's one of the reasons games built with id Tech 5 are limited to 60 fps on PC.

It was a serious oversight on their part to create a current-gen engine with this issue. Question is, can they fix it?

All praise the DOOM. Such a pristine game on a technical level.
 
I am actually surprised with how well it's running on my gtx 960 after the latest patch, they did a very good job, it's actually playable and enjoyable now, it can be better of course but at least I can enjoy it, so glad they finally fixed the mouse issue, it was giving me motion sickness

question, what's the adaptive rez threshold thing ? I've set it to quality, the fps is limited to 60, but what threshold should i use ? I have no idea how it works

Adaptive resolution lowers your resolution dynamically to maintain a certain framerate, say 60 fps, if your PC can't keep up at your usual resolution. It's quite a good way to keep a smooth framerate when it works as it should. The 'performance' setting lets your resolution go lower to maintain your framerate, while the 'quality' setting will not lower your resolution as much, but might let frames dip a little.
 
I'm curious, how complicated would it be ( just a thought ) to port dishonored 2 to id tech 6 ?

I don't think there is any game in history that has moved engines via patch though there are some that do it via "Director's Cuts" (I believed Wasteland 2 upgraded their version of Unity).

Any engine switches will have to wake for Arkane's next game.
 
On a general note, with my PC (1070, i5 4590, ssd, 16gb of RAM), the latest patch is really making everything actually enjoyable. Except some rare problematic areas, I can play at a constant 60 fps that actually feels smooth. Playing with a mix of mostly ultra and very high on a 1080p tv.
 
In Valve time, a zrillilion of years.
In Cerny time, one man two weeks.

/dead

After patch I'm seriously considering buying this, although I'm really not happy with the game having framepacing/stuttering issues over 60 fps, my PC is built around that.
 
I don't think there is any game in history that has moved engines via patch though there are some that do it via "Director's Cuts" (I believed Wasteland 2 upgraded their version of Unity).

Any engine switches will have to wake for Arkane's next game.

Dreamfall Chapters upgraded Unity version in a normal patch, not a DC release. Not aware of a total engine switch in a patch though.
 
5820K@4.2 GHz
16 GB
970 OC (375.95)

Beta patch did wonders on my rig.
The game was a mess, broken in several regards, now it's almost a normal title.

Loving also some new features, especially the TXAA Sharpening.
It's not like playing Disho 1 with 4xMSAA +4xSGSSAA, but the IQ is night and day compared to the default blurriness.
 
RPS has a pretty good summary up of the patch fixes and issues that still exist. Probably worth a quick read before you pull the trigger.
https://www.rockpapershotgun.com/2016/11/22/dishonored-2-performance-fix/

From the article:

All credit to Arkane’s engineers though, unlike last week’s patch, this latest beta update makes a big difference. The game’s still not where I want it to be, unfortunately – a steady 60 frames per second is an impossibility at any setting on my monitor’s native res. (Yes, that res is 3440×1440, but in literally anything else medium-high settings are totally happy on my Radeon R9 Nano. I absolutely do not expect maxed out, and not necessarily even 60 FPS at medium, but I cannot get a steady frame rate above 30 for love nor money).

That is why I don't really want to upgrade my monitor (1920x1200) or TV (1080p) to higher resolutions. I keep reasonably current (bought a 970 at release and then got a 1070 at release) but I have a feeling I would be perpetually unhappy or broke trying to keep up current releases at those resolutions.
 
RPS has a pretty good summary up of the patch fixes and issues that still exist. Probably worth a quick read before you pull the trigger.
https://www.rockpapershotgun.com/2016/11/22/dishonored-2-performance-fix/

"in addition to the innate sluggish feel of 30 FPS in a high-speed action game like this"

"high-speed action game"

That's where he's going wrong.

Joke

Anyway, it's defintely playable for me now by using the adaptive resolution. Sure, it can look horrid when it scales the resolution down quite low to compensate but at least it's an almost steady 60fps.
 
From the article:



That is why I don't really want to upgrade my monitor (1920x1200) or TV (1080p) to higher resolutions. I keep reasonably current (bought a 970 at release and then got a 1070 at release) but I have a feeling I would be perpetually unhappy or broke trying to keep up current releases at those resolutions.

I recently made the decision to stick with 1080 for at least a couple more years by buying a 1080p gsync monitor. I'd rather use increased gpu power to run a higher framerate at 1080 for the gameplay/performance benefits than at a higher resolution / lower framerate for the image quality. I'm also a performance junkie who plays primarily FPS games, so obviously that's a big factor in the decision.
 
5820K@4.2 GHz
16 GB
970 OC (375.95)

Beta patch did wonders on my rig.
The game was a mess, broken in several regards, now it's almost a normal title.

Loving also some new features, especially the TXAA Sharpening.
It's not like playing Disho 1 with 4xMSAA +4xSGSSAA, but the IQ is night and day compared to the default blurriness.

What do you have your sharpness set to?
 
how do i get version 1.2?

I had the beta patch, do i change it back to get 1.2?

I've tried switching from regular to the beta, and back, nothing new is downloading?

I'm in the UK.
 
how do i get version 1.2?

I had the beta patch, do i change it back to get 1.2?

I've tried switching from regular to the beta, and back, nothing new is downloading?

I'm in the UK.

You might already have it, check in game if you see the new options from the VISUALS tab like TXAA Sharpness or FPS Limiter or FPS THRESHOLD
 
Patch is a huge improvement for me. i5-6600k, gtx970, 16gb ram, 1080p G-sync screen. I get >60fps in pretty much all areas I can check ( haven't loaded my older throne room save yet) and it only drops to 55~ in the area after the wall of light at Karneca which so far has been the most demanding I've experienced. I was good to go with the inputs being fixed with the first beta patch but this is a lot more improvement than I expected this fast, for my setup at least.
 
Patch is a huge improvement for me (gtx 970, i7 870, 8 gig ram) ! An area that gave me 35 fps jumped to 50. I also get much less drops. It feels so much smoother! Game is very playable now!
 
970 runs this perfectly at 1080 with this patch. 1440p is a no-go but I guess I kinda have to accept that, the days of 1440p on a 970 are probably behind this GPU for AAA gaming.
 
how do i get version 1.2?

I had the beta patch, do i change it back to get 1.2?

I've tried switching from regular to the beta, and back, nothing new is downloading?

I'm in the UK.

1.2 proper is still en route. While the public build was updated, it was just brought in line with the betapatch build -- there's no difference in data, which is why changing between the two isn't triggering a download.
 
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