Chance Hale
Member
Everything was super slowed down and robotic for me, first time I've ever seen that. So weird!Found fix for my audio issues. Game doesn't like 24bit 192000hz sound. Changing it to a bit lower fixes the scratchiness.
Everything was super slowed down and robotic for me, first time I've ever seen that. So weird!Found fix for my audio issues. Game doesn't like 24bit 192000hz sound. Changing it to a bit lower fixes the scratchiness.
I feel lucky with my performance
i5 2500k @ 4,3
8Gb Ram
7970 (as crossfire is not working just a single one)
Running at 1440p with everything maxed except shadow map resolution, which takes away most fps for me, I am running at 40-60fps except on rooftops where you can see more of the city.
Whoa Feef. I was expecting that it will run like bad on my setup reading everything -
i7 3770k@4.4
16GB ram
7970 GHz 3GB
So you say that you are allright with the performace....hmmmmm
And at 1440, damn.
(btw why are people writing p behind resolution? like, you won't be running it at 1440i - everyone is proggressive hence the p.....and px are pixels - brain fart)
You will do fine! Hopefully we can get some AMD drivers soon and it will run even better.
It wouldn't be the first game where Haswell seems to have a noticeable advantage.This just doesnt make sense. Unless game heavily uses AXV2 performance, which still doesnt explain some gaps.
This game is weird, no matter what I do changing all the settings down or up in 1080p I get around 30-35fps when I'm up high.
The constant fluctuating between 30 and 60 is annoying.
It wouldn't be the first game where Haswell seems to have a noticeable advantage.
But no, it wouldn't explain the difference between the i3 and i5 Haswells.
EDIT: Actually, clock speed difference and the fact that the game doesn't tend to use more than 2 cores very well on Intels might account for the difference seen.
I am not sure why he's SLI usage isn't hitting max. Mine is hitting 99% on SLI Titans. Wondering, if he's using the correct SLI Bits profile.
This just doesnt make sense. Unless game heavily uses AXV2 performance, which still doesnt explain some gaps.
Indeed the gap between Sandy/Ivy and Haswell is pretty striking.
Techland are apparently planning on fixing some performance issues :
http://steamcommunity.com/app/239140/discussions/0/613948093895564127/
Indeed the gap between Sandy/Ivy and Haswell is pretty striking.
Techland are apparently planning on fixing some performance issues :
http://steamcommunity.com/app/239140/discussions/0/613948093895564127/
You can already know they are doing it wrong when they ask for "dxdiag" config files when it's blatantly obvious the problem is not related to specific hardware and it's just due to very bad threading code.
Sometimes i feel like developers intentionally make their games run like crap on AMD products. Seeing Nvidia logo everywhere in the menu also makes me believe it even more...
My specs:
AMD 8350 @4.00GHz
7870 OC @1050MHz 2GB
8GB RAM @ 1866MHz
Still trying to find it. It was something somewhat recent. Not games, just a game.which other games have you seen haswell have such a large perf increase over the 2600k?
But I can play with locked 60 fps in 2 GB gpus. So I guess an specific bug fix could help in a lot of performance problems.
I think GameGPU should really stop being used as a benchmark, they are inconsistent and unreliable. Why is this the norm on Neogaf anyways?
Still trying to find it. It was something somewhat recent. Not games, just a game.
Yeah, the problem clearly does not lie in the user's hardware this time around. The game should run better on my PC and many other's.You can already know they are doing it wrong when they ask for "dxdiag" config files when it's blatantly obvious the problem is not related to specific hardware and it's just due to very bad threading code.
Haven't run into bugs or jarring glitches yet but performance clearly leaves a lot to be desired. That should be their focus.Sounds more like bugs and glitches than performance, but one can hope.
The Evil Within.Still trying to find it. It was something somewhat recent. Not games, just a game.
I think GameGPU should really stop being used as a benchmark, they are inconsistent and unreliable. Why is this the norm on Neogaf anyways?
He can too. It all depends on view range and CPU. If you're not saying what you're using then other observations are useless.
The bottom line is:
- This game is considerably CPU bound
- What matters is solely single thread CPU performance
- Core usage goes proportionally to view distance
So, the FPS you'll have on your screen will depend on your CPU single thread performance and view range. That's all that matters here. SLI, 980s or 970s are not a factor in this game.
their benches pretty much align with everyones performance and andys report on geforce.com
They are usually the first ones to get benchmarks out and they usually do it the day a game gets released so that's a big factor.
While not fool proof, they usually give you a good idea of what you can expect performance wise from similar hardware.
They are usually the first ones to get benchmarks out and they usually do it the day a game gets released so that's a big factor.
While not fool proof, they usually give you a good idea of what you can expect performance wise from similar hardware.
There is another theory that fits the facts; amd CPUs have long since been eclipsed by Intel's. Your CPU is beaten by some i3 CPUs in games.
Also your GPU is 3 years old and this game looks like it benefits from > 8GB RAM.
i5 4690k @ 4.4ghz
GTX 780 windforce 3GB
8GB Ram @ 2133
Played at max settings @ 1920x1080 for 4.5 hours, No crashes, No frame rate issues. Runs butter smooth.
A lot of people on this very thread would disagree, but I would still like benchmarks from a more reputable site.
I see where you are coming from, as I mentioned above I would've still liked it from a more reputable site.
Sometimes Gamegpu.ru do not use very good scenes for benchmarking. Before looking at the data, look at the portion of the game they used. In the case of Dying Light there is a missed opportunity. They should have used an intense parkour run with a lot of vistas.
PCgameshardware.de have benchmarked the game :
http://www.pcgameshardware.de/Dying-Light-PC-257307/Specials/Technik-Test-Benchmarks-1149149/
Maybe 30fps are butter smooth for some?Butter smooth ? How is it possible.
Its a little annoying when people post their performance impressions in these threads without actually giving any numbers. Stuff like, "My framerate is fine/good" is very vague.Maybe 30fps are butter smooth for some?
Maybe 30fps are butter smooth for some?
Wow. One CPU core at 99%, and the rest at 50% or lower. Could this be the very thing DirectX12 is supposed to fix? It looks similar. Greater view distance = more draw calls?
Its a little annoying when people post their performance impressions in these threads without actually giving any numbers. Stuff like, "My framerate is fine/good" is very vague.
I think so but I'm no expert.Greater view distance = more draw calls?
With the CPU headroom available offered by a lighter API they will optimize even less. Basically they will make us brute force their code but that will work much better this time.Hopefully DX12 isn't an excuse to do even less optimization on PC.
Wow. One CPU core at 99%, and the rest at 50% or lower. Could this be the very thing DirectX12 is supposed to fix? It looks similar. Greater view distance = more draw calls?
Wow. One CPU core at 99%, and the rest at 50% or lower. Could this be the very thing DirectX12 is supposed to fix? It looks similar. Greater view distance = more draw calls?
Maybe he has not stepped outside just yet. No erratic performance indoors.
When you wander outside the framerate tanks hard below 60.
I will be highly impressed if consoles use PC's max distance settings and are 30fps locked.
Maybe he has not stepped outside just yet. No erratic performance indoors.
When you wander outside the framerate tanks hard below 60.
I will be highly impressed if consoles use PC's max distance settings and are 30fps locked.
I would not rule that out just yet.no way consoles use 100% max draw distance. even if the console version had great threading i suspect their gpus would become too much of a bottleneck for the increased rendering load at 1080p. id expect somewhere around 40 to 50% and a mix of medium and high settongs.
I would not rule that out just yet.
Dying Light seems really unoptimized on PC in its current state.
If they spent more time on consoles this will show, and consoles can do more with less CPU power.
It's not like they are magic or anything, it's just that the PC API is very thick. Of course no one discovers that fact in 2015.
Try lowering View Distance down to the complete minimum?
Its a little annoying when people post their performance impressions in these threads without actually giving any numbers. Stuff like, "My framerate is fine/good" is very vague.