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Dying Light 2 PC Tech Review

The non RT lighting definitely looks naff in some of the comparisons I have seen. Very flat and looks worse than the lighting in the E3 2019 demo someone linked earlier...
 
I don't think the non rt settings look "that" bad tbh (would still say it looks better than the first games visuals when it comes to lighting etc.), obviously when comparing it side by side with a superior method of lighting, shadows, ao etc. it is going to look awful though hence why it is such a stark difference.


Out of interest, what's your thoughts on metro enhanced vs the non RT version?


I have played both the normal and RT versions of Exodus and of course RT lighting is better but the difference is not as big as you see in DL. The non-RT scenes in Metro are still very good since they don't have this excessively bright lighting in dark areas or on tunnels like you get in DL. The AO seems non-existent in DL. The devs really went out of their way to make the non-RT version look unrealistic.
 
Unfortunately, Cyberpunk has fake HDR. Turning on HDR in that game simply increases the overall brightness and you lose true blacks which is glaring on an OLED TV.

I will give Special K a whirl to see how that goes but AutoHDR looked terrible to be in this game. As usual, it raises the black levels which hurts contrast.
De gustibus. Thing about 2077 in SDR is that during day time or whenever you pan and there's the sun, it just looks awful and has much more of a washed out look than at any time when you encounter blacks during night scenes etc, especially since a lot of the time you have hud elements popping up & being bright (like tab scanning etc) and the lifted blacks fit with a cyberpunk theme better at least.

The good thing with SpecialK is that you get a LOT of controls over brightness (full screen vs specular), gamma curves, etc. so if you really want that oled-look you can get it even if it might end up slightly crushing some of the near-blacks, but then oleds always had problems in that range anyway, and if you also have vrr engaged then it's a wrap (it also lifts blacks). Nonetheless it's easy to get a punchy contrasty look while still getting a nice HDR presentation, so long as the mod gets injected in the first place, which in this case I imagine it might, can't check. Way better than autoHDR tho, in every instance I've tested & seen, they're not even in the same league. AutoHDR is really closer to how a TV might fake a HDR presentation for SDR footage if you engage all the extra processing it has for that in particular.
 
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De gustibus. Thing about 2077 in SDR is that during day time or whenever you pan and there's the sun, it just looks awful and has much more of a washed out look than at any time when you encounter blacks during night scenes etc, especially since a lot of the time you have hud elements popping up & being bright (like tab scanning etc) and the lifted blacks fit with a cyberpunk theme better at least.

The good thing with SpecialK is that you get a LOT of controls over brightness (full screen vs specular), gamma curves, etc. so if you really want that oled-look you can get it even if it might end up slightly crushing some of the near-blacks, but then oleds always had problems in that range anyway, and if you also have vrr engaged then it's a wrap. Nonetheless it's easy to get a punchy contrasty look while still getting a nice HDR presentation, so long as the mod gets injected in the first place, which in this case I imagine it might, can't check. Way better than autoHDR tho, in every instance I've tested & seen, they're not even in the same league. AutoHDR is really closer to how a TV might fake a HDR presentation for SDR footage if you engage all the extra processing it has for that in particular.

I’m with @Shaz12 on that one and can’t stand HDR in CP2077 when playing on an oled screen as lack of blacks kill it for me so I’m playing without HDR. What is it with polish studios not being able to implement properly working HDR.?
First Cyberpunk then Medium now this. :rolleyes:
 
Techpowerup look at FSR, DLSS, TAA:

https://www.techpowerup.com/review/dying-light-2-dlss-vs-fsr-comparison/

Unfortunately, while implementing FSR for this game, the developers decided to exclude Ultra Quality mode for FSR, which is the most usable FSR quality mode across all resolutions. We're not sure if this was intentional or just a mistake by the developers. Speaking of DLSS, Ultra Performance mode is also missing in the DLSS implementation. Tweaking the config file won't help either, so we only have 3 options available for each upscaling solution.

In Dying Light 2, both FSR and DLSS are implemented with the ability to tweak the level of the sharpening filter in the render path by using a slider in the game settings. For DLSS, the sharpening slider works as intended, but there is a catch with FSR: even setting it to 0 in the menu will have it apply some level of sharpening filter in the render path, so you can't completely disable it with FSR. In our testing, we set the sharpening filters to 0 for both upscaling solutions.

Speaking of image quality and performance, compared to native resolution, the DLSS performance uplift at 4K is an impressive improvement to the game. It almost doubles performance in Quality mode, and image quality is more detailed and stable than the TAA/FSR solution. DLSS deals with vegetation details even better than the native resolutions, including 1080p, and small details in the distance are rendered more correctly and complete. Speaking of FSR, with such a disappointing implementation (no Ultra Quality mode and incorrect sharpening filter values), this upscaling solution falls behind in quality more drastically than usual—only at 4K would it perhaps make sense for some users.
 

I honestly couldn't see any difference until they zoomed in. But then doesn't that defeat the purpose? Aren't these tech supposed to create a fix native resolution that is hard to see when you "playing"

If all we do is zoom in I honestly do not think we testing these correctly.
You should be able to sit at the desk normal viewing distances and play if then you see the better one good for you go with that.

Sure Amd ueser only get the choice of FSR and Nvidia get to choose both but it's easy to see why if you own a RTX card why would you not use DLSS.
FSR is still excellent for amd users and I have out in 16 hours and not once I have felt FSR is letting me down game runs so smooth at 100fps "4k" maxed out without RT
 
I honestly couldn't see any difference until they zoomed in. But then doesn't that defeat the purpose? Aren't these tech supposed to create a fix native resolution that is hard to see when you "playing"

If all we do is zoom in I honestly do not think we testing these correctly.
You should be able to sit at the desk normal viewing distances and play if then you see the better one good for you go with that.

Sure Amd ueser only get the choice of FSR and Nvidia get to choose both but it's easy to see why if you own a RTX card why would you not use DLSS.
FSR is still excellent for amd users and I have out in 16 hours and not once I have felt FSR is letting me down game runs so smooth at 100fps "4k" maxed out without RT

Agree on the zooming in bit for most areas of the image. Usually it isn't so much the sharpness/clarity of the image, it's more the stability and seeing details/objects rendered properly i.e. thin lines/objects where native/FSR falls apart and is rather noticeable imo.

The other main thing for me is the motion issues of TAA/native, it really does not look good in this game (and most games with TAA tbh). People always give of about dlss having "unbearable" motion issues yet in my experience, it is superior to what we usually see with TAA/native (since the 2.3 version of dlss, before that version, motion issues with dlss were similar to TAA)
 
anyone else having an issue where the fps drops from 80 to like 20 ish and I have to restart the game to get it back up? temps are fine
 
No one likes the sharpness but why? I've got it turned up to 60

I might use DLSS Performance, can't see any graphical difference, it's barmy!
 
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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)
 
I was thinking that they purposely dropped raster lighting with RT off so that RT had a chance of at least being semi playable, I am assuming that with RT on it would be applying it over already rendered in things through rasterization so it makes sense to me to cull some effects with no RT.
The trade off is a very crappy looking base game without RT though.
Heck I even think Dyling Light 1 looks better than this without RT, the aesthetic works in the first game.
 
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