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Dying Light 2 PC Tech Review

Fired it up this morning for a quick look and very impressed, as per usual, videos, screenshots etc. don't do it justice. There is a sharpness setting in game so will need to mess with it, just some random screenshots showing fps figures (everything max @ 3440x1440 with dlss quality), foliage areas will be the biggest hit as per usual:

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Really liked the below area for RT showcase, can't tell in the pic obviously what the conditions are but you have the dense forest right behind you with the sun just shining right through a gap in the trees on to the car here hence why it has that diffused look all round but a bright focus of light on the car which then bounces of.

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Looks fantastic!

I'm going to have to try it with a 3770k as my new motherboard appears to have a fault with the memory banks :(
 
No, I was explaining the limitations, because people get their opinion from DF and don't think for themselves. In fact it's apparently too much to ask to even be aware of how light bounces in the actual world and then compare & contrast with how it appears in a game for a technique that purports to be accurate to reality (which ofc it can't be, not with a single bounce). So they see RT and think they found the holy grail not understand what pros & cons are, especially when RT has to be knee-capped for the game to even run, but alas. Very few people end up exercising their grey matter.

Now, let's see if this new site works...

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Shame you hadn't put some of that 'grey matter' to use before posting your earlier example. There is nothing more frustrating than having to explain a scene to the plebs.
 
Afterburner is not working for me, but even with this old 3770k it's very smooth with everything maxed and DLSS Quality at 1440p. I'm very surprised.
 
All ray tracing isn't made equal (OG RT vs EE):

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But Cyberpunk is still KING! ;) :p

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I think DL2 bumps CP2077 off the top spot.

MEE only had RTGI. Although it looked vastly superior than the original it was held back by its target audience, consoles. Can't complain too much as we got it as a free ugrade on PC.
 
It's easy to tell they intentionally made the traditional lighting worse to make RT stand out. There is no way proper rasterized lighting would be like this. Metro series is an example of good lighting. This is just pure garbage development.

We are in the 4th year of hardware accelerated RT. It's time to let go of legacy systems.
 
Patch 1.04 - PATCH NOTES
Hello Survivors!
Patch 1.04 for PC is LIVE on Steam and EGS. We’ve added the following fixes. The remaining tweaks are being worked on. Thank you for your patience!

Patch Notes:
- fixed various game crashing bugs
- fixed AI dead body replication in co-op
- added DLSS improvements
- fixed issue when players couldn't sell valuables to vendor
- fixed artifacts being sometimes visible on some AMD cards
- fixed mouse key binding options (meaning: you should be allowed to rebind your mouse buttons, we are still working on an additional implementation for extra mouse buttons)
 
Yeah in these slanging matches they forget 6900xt is first gen RT whereas 3xxx cards are 2nd gen.

Good point. We should all support AMD for making a first gen RT card that has half the performance of Nvidia's, while also lacking any hardware support for AI :cry:

Jokes aside, RDNA2 is a console chip designed for console power requirements and cost. I just hope AMD get their act together for RDNA3 otherwise we could see Intel push them in to 3rd place.
 
I know, and the endless pages of Cope are very amusing, ooh look a shiny puddle! and here, some chairs that look a bit better than some other chairs!

LMFAO - RT is so amazing that they have to spend more hours posting about it than looking at it in game.

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This is the Graphcs Cards section hence the very welcome discussion on modern graphical techniques.
 
There is some really, REALLY **** stuff in this game, when you first get into the city for example, there are lanterns hung up when you walk over the bridge, you can see the bulbs shape through the fabric, when you look at the other sides of the lanterns you can see the bulbs too, basically it's a series of 2d pictures stuck together as a cube with a light drawn on them. Not only that but you shouldn't be able to see immense brightness emanating from them when the sun is blaring in your direction.

I'd put glaring compromises down to the number of people running legacy hardware rather than performance issues as the game runs great on an ancient 3770k / 3080 combo.

I'm still keeping my fingers crossed for a shadow casting torch.
 
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This ex Ubisoft dev is digging a grave for himself

"Let's not forget their using an RT algorithm made for tensor cores for certain ray tracing effects that they didn't disable for AMD cards which tanks performance drastically than what it should be but again as a former dev at Ubisoft who partners with AMD I know very well the practices of intentionally limiting a competitors product (card or features) to make our sponsor look better so this is not some conspiracy nor is it specific to NVIDIA."

two very big claims here.

1: Intentionally undermining Nvidia performance on AMD sponsored Ubisoft games is common practice and he's done it himself to make AMD cards look better

2: Nvidia is accelerating raytracing using tensor cores? how? I feel like this is something that would have been shouted from the rooftops

The title 'dev' is thrown around excessively. It could me he works on story, or perhaps art for example. I can't imagine someone developing the low level code within an engine would openly discuss such things as it would make him unemployable. And yes, linking Tensor cores to RT is somewhat suspect, especially so as AMD's performance is as expected and backed up by the lack of any real RT in FC6.
 
Changing those settings if you don't have a 2/3000 series card is an absolute game changer, it went from being unplayable to a constant 60 fps+ with none/extremely little hit on visuals.
That FSR is pretty darn neat.
Thanks for that link, you made the game playable for me.

FSR has been in the game since launch. You will find it within the video settings, which are a little awkward to navigate.
 
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