Dishonored 2
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Drowning_witch




Posts: 10818
Location: Strawberry fields
PostPosted: Thu, 8th Dec 2016 21:41    Post subject:
whoever wrote this journal entry is the man (could be a woman to I guess, sry Anita) Laughing

it's spoiler free.

 Spoiler:
 
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kryon




Posts: 1345

PostPosted: Thu, 8th Dec 2016 22:44    Post subject:
So I'm getting very high FPS (80 < ) but it still feels clunky and choppy. And I have Gsync which seems like also not working.

GTX 1080 here.


Interinactive wrote:
Achievement unlocked: More unoptimised than a Ubishit game


No worries. The Division is just around the corner. Devil Troll
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Drowning_witch




Posts: 10818
Location: Strawberry fields
PostPosted: Fri, 9th Dec 2016 11:48    Post subject:
60 fps or 30 fps. any other number is gonna feel extra choppy.


steam: Drowning witch
uplay: Haxeety
game completion log:
http://pastebin.com/g6MgD5DV
rig: http://www.userbenchmark.com/UserRun/2090866
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Drowning_witch




Posts: 10818
Location: Strawberry fields
PostPosted: Fri, 9th Dec 2016 23:34    Post subject:
The crack in the slab level. wow. the timepiece is so amazingly implemented. Too bad the fps hit is substantial. i'm at like 45 fps when I pull out the timepiece realtime vizor, with settings that are 60 fps all the time otherwise.

I bet the amount of amazing combat moves that could be done in that level is almost endless. But even as a stealth level it's just brilliant. continually changing the time period to get around obstacles is very satisfying.


steam: Drowning witch
uplay: Haxeety
game completion log:
http://pastebin.com/g6MgD5DV
rig: http://www.userbenchmark.com/UserRun/2090866
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guvna




Posts: 814

PostPosted: Sat, 10th Dec 2016 01:36    Post subject:
kryon wrote:
So I'm getting very high FPS (80 < ) but it still feels clunky and choppy. And I have Gsync which seems like also not working.

GTX 1080 here.

Limit your fps to 1 below your sync range or to just 60-70 so you don't get drops. Rivatuner usually works well.
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EyePatchLives




Posts: 5725
Location: Israel.
PostPosted: Sat, 10th Dec 2016 08:51    Post subject:
I opened a door to a porch overlooking a street with a giant tree at the center of it, and two guards who were on the other end of the street, BEHIND the tree, and whose line of sight was obstructed by it, were alerted. Laughing

This fucking game. Laughing


"I think Call of Duty resonates because it's believable and relatable," Sledgehammer Games cofounder Michael Condrey says.

Believable and relatable...Yep, sounds like Call of Duty
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riptide77




Posts: 2114

PostPosted: Sat, 10th Dec 2016 09:31    Post subject:
EyePatchLives wrote:
I opened a door to a porch overlooking a street with a giant tree at the center of it, and two guards who were on the other end of the street, BEHIND the tree, and whose line of sight was obstructed by it, were alerted. Laughing

This fucking game. Laughing


Not really. Guards react to doors being opened. That's normal.


-=the wandering pillow stuffer=-
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EyePatchLives




Posts: 5725
Location: Israel.
PostPosted: Sat, 10th Dec 2016 09:57    Post subject:
Uh, to a door they cannot see, that's ON THE OTHER END of a large area? Come on now...

Did the outsider grant them superhuman hearing?


"I think Call of Duty resonates because it's believable and relatable," Sledgehammer Games cofounder Michael Condrey says.

Believable and relatable...Yep, sounds like Call of Duty


Last edited by EyePatchLives on Sat, 10th Dec 2016 10:21; edited 1 time in total
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Nodrim




Posts: 9709
Location: Romania
PostPosted: Sat, 10th Dec 2016 10:12    Post subject:
The AI sometimes fails like that. In the second mission I met an overseer near the Outsider's shrine that could see behind. Laughing
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chiv




Posts: 27530
Location: Behind You...
PostPosted: Sat, 10th Dec 2016 14:18    Post subject:
it could also be something else that triggered them. i deactivated a wall of light, and they were constantly being startled by it, even when i was far away.. that said, i think they should by right be alerted once by something, and then NOT be alerted by the same damn thing again when its status hasnt changed...


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Divvy




Posts: 1464

PostPosted: Sat, 10th Dec 2016 14:21    Post subject:
Drowning_witch wrote:
60 fps or 30 fps. any other number is gonna feel extra choppy.


This. The engine still seems to rely on ticks for timing, just like the ancient Doom 3. They only got rid of that in the latest revision with Doom.
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Drowning_witch




Posts: 10818
Location: Strawberry fields
PostPosted: Sat, 10th Dec 2016 16:27    Post subject:
I wonder why they say the ultra textures require 6gb vram. i've played for over 10 hours now on ultra textures with a vram gimped 970, and never once have I stuttered, crashed, or noticed anything different than when using high textures. the VRAM flushing is very well coded either in the game or the drivers.

The only performance wrecking feature left in the game for me since the last patch, is the timepiece. I doubt they manage to optimize that much further, as you are essentially rendering 2 instances of the game with it enabled.

But as for the rest, the GPU and CPU load across all levels is balanced for me to the point that the same settings, produce the same fps across all of the levels.


steam: Drowning witch
uplay: Haxeety
game completion log:
http://pastebin.com/g6MgD5DV
rig: http://www.userbenchmark.com/UserRun/2090866
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h0rnyfavn
Serial Humper



Posts: 13886

PostPosted: Sat, 10th Dec 2016 16:33    Post subject:
@Drowning_witch

Yeah it runs really good in this regard. Rise Of The Tomb raider is atrocious when it comes to maxed out textures on a 4GB card.. My VRAM always sits at 3980+MB and my RAM usage skyrockets, but it wouldn't bother me if the game worked like Dishonored 3..It doesn't. When I enable very high textures in RoTTR I often get 1-2 seconds freezes especially when running fast and moving my camera fast. And recording. obviously, gets all laggy as hell.(no VRAM left for recording\encoding stuff, usually it requires 100-120MB @1920x1200 60 fps)


1) Lenovo Legion 7 (AMD Ryzen 7 5800H, RTX 3080 16Gb, 32Gb DDR4, SSD 1TB +2TB

2) SFFPC (streaming via Moonlight+ Sunshine)
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Drowning_witch




Posts: 10818
Location: Strawberry fields
PostPosted: Sat, 10th Dec 2016 16:47    Post subject:
@h0rnyfavn

I still had only 8gb ram when I played ROTR, so i was out of RAM for those textures just enabling them would drop me into 25 fps range and my RAM would be fully used, and as such don't have experience with it on a 970+16gb ram+SSD combo.

But yeah, in this game, the requirement they list seems unwarranted. I've tested all the 7 missions I have unlocked so far, and there's no issues with the ultra textures.


steam: Drowning witch
uplay: Haxeety
game completion log:
http://pastebin.com/g6MgD5DV
rig: http://www.userbenchmark.com/UserRun/2090866
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konkol84




Posts: 3694
Location: Po(o)land
PostPosted: Sat, 10th Dec 2016 17:28    Post subject:
@Drowning_witch Recently I'm little behind with everything when it comes to gaming. Was the an actual miracle patch that fixed the terrible performance?


Ryzen 7600x/5600x/3600 | 5070TI/3080/3070Ti | 32GB RAM | LG 55OLEDC9/42OLEDC2 |
Oculus Quest 2 | Steam Deck
\[T]/
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Clevesa




Posts: 3698

PostPosted: Sat, 10th Dec 2016 17:41    Post subject:
konkol84 wrote:
@Drowning_witch Recently I'm little behind with everything when it comes to gaming. Was the an actual miracle patch that fixed the terrible performance?


Several of them. It seems to be playable now.
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hellishere




Posts: 812
Location: Portugal
PostPosted: Sat, 10th Dec 2016 18:31    Post subject:
Drowning_witch wrote:
garus wrote:

Hm I haven't really noticed it. Maybe Gsync is helping with that?


stand in place and do a few slow 360 spins. if you notice slight skips at certain parts of the spin, that's it.


Do you still have framepacing/skipping microstuttering issues while standing and panning the camera even though its 60fps?
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Drowning_witch




Posts: 10818
Location: Strawberry fields
PostPosted: Sat, 10th Dec 2016 19:20    Post subject:
konkol84 wrote:
@Drowning_witch Recently I'm little behind with everything when it comes to gaming. Was the an actual miracle patch that fixed the terrible performance?


I wouldn't say miracle patch. But it's possible to have a constant 60 fps experience in every level, unless you pull out the timepiece in one mission. i haven't tested at lower settings, but at the settings that get me constant 60 fps in the whole game, with the timepiece activated, it can drop to 35. dunno how they could fix that though. it's basically like you are running 1.5 instances of the game, render load wise.


hellishere wrote:
Drowning_witch wrote:
garus wrote:

Hm I haven't really noticed it. Maybe Gsync is helping with that?


stand in place and do a few slow 360 spins. if you notice slight skips at certain parts of the spin, that's it.


Do you still have framepacing/skipping microstuttering issues while standing and panning the camera even though its 60fps?


yes, don't think it can be fully eliminated. at least I've never seen anyone provide footage of it without the skips. I've heard claims of it, but I would say the people just aren't sensitive to it.


steam: Drowning witch
uplay: Haxeety
game completion log:
http://pastebin.com/g6MgD5DV
rig: http://www.userbenchmark.com/UserRun/2090866
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vaifan1986




Posts: 4641
Location: Birthplace of the necktie.
PostPosted: Sun, 11th Dec 2016 20:34    Post subject:
Anyone managed to get sweetfx/reshade to work? Can't seem to get it on my rig. And could you post a quick noob tutorial xD


Micek:
i7 4790K @ 4.6GHz- Gigabyte Z97X-Gaming 3 - 980 WF3 \o/ - 16GB Corsair - WD 4TB - Mountain of SSDs - Dell UltraSharp U2414H 24''
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Drowning_witch




Posts: 10818
Location: Strawberry fields
PostPosted: Sun, 11th Dec 2016 22:14    Post subject:
vaifan1986 wrote:
Anyone managed to get sweetfx/reshade to work? Can't seem to get it on my rig. And could you post a quick noob tutorial xD


https://sfx.thelazy.net/games/game/1522/

pick one, they come with instructions.
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Prandur




Posts: 2685

PostPosted: Sun, 11th Dec 2016 23:02    Post subject:
I've read that new difficulty settings are supposed to be added soon. Does anyone know what these are? Would these, perchance, include the option to only save at checkpoints? Smile
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Mister_s




Posts: 19863

PostPosted: Sun, 11th Dec 2016 23:03    Post subject:
Are you forced to save besides checkpoints?
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Prandur




Posts: 2685

PostPosted: Sun, 11th Dec 2016 23:10    Post subject:
No but I've had this discussion on the forum one too many times, so I'd rather not go into it again. There's a subjective difference between imposing your own rules or playing by the rules specified by the game; for some this difference is negligible, for others it is monumental.

Did they announce the new planned custom difficulty settings anywhere? So far I've not found much information anywhere.
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Mister_s




Posts: 19863

PostPosted: Mon, 12th Dec 2016 10:29    Post subject:
Ah, OK. I didn't understand what you meant, hence my question.
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Drowning_witch




Posts: 10818
Location: Strawberry fields
PostPosted: Wed, 14th Dec 2016 02:41    Post subject:
Finally completed it. 56 hours for a ghost+non lethal playthrough. In the end, it edges out mankind divided for me which while great, didn't get out of the Human revolution comfort zone.


The crack in the slab level was just too brilliant and overall, the whole game is the closest thing to thief 1 and 2 i've played. Couldn't have asked for a better stealth fps in this day and age.

I had no idea Vincent D'Onofrio and Sam Rockwell both did VO's for the game until the end credits rolled Smile

the overall audio quality was fantastic, probably the best sfx in games this year.

Shame it was released in such a state, and shame the sales are pretty crappy. I need more games like this.
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Nodrim




Posts: 9709
Location: Romania
PostPosted: Wed, 14th Dec 2016 08:18    Post subject:
What about the story?
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JBeckman
VIP Member



Posts: 35168
Location: Sweden
PostPosted: Wed, 14th Dec 2016 08:38    Post subject:
Could have been a bit longer, some elements are almost a bit rushed with characters being introduced and incapacitated or disposed in the same mission though it's about on par with the first game in that regard, eight main missions and some roaming around in-between.
(First game felt a bit better paced though.)
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Mister_s




Posts: 19863

PostPosted: Wed, 14th Dec 2016 10:38    Post subject:
Damn, I was under the impression this was already cracked Sad
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harry_theone




Posts: 11278
Location: The Land of Thread Reports
PostPosted: Wed, 14th Dec 2016 11:00    Post subject:
Laughing
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tonizito
VIP Member



Posts: 51525
Location: Portugal, the shithole of Europe.
PostPosted: Wed, 14th Dec 2016 11:03    Post subject:
Quote:
I had no idea Vincent D'Onofrio and Sam Rockwell both did VO's for the game until the end credits rolled Smile
There's your Q&A money gone to Very Happy
Wish this BS would stop and they would settle for proper voice actors, but there's always someone extending these olive branches to actors, probably trying to fish for a spot in hollywood, eh?


boundle (thoughts on cracking AITD) wrote:
i guess thouth if without a legit key the installation was rolling back we are all fucking then
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