The Surge 2 (FHI+deck13)
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JBeckman
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PostPosted: Tue, 30th Jun 2020 22:04    Post subject:
Apparently the beta was less odd in terms of the brightness or saturation but it's not something that was ever fixed as far as I am aware and overall there's just a lack of grounding and detail or how to call it, shadowing and lighting and how the game looks.

Runs via the Vulkan 1.1 API so with the newest AMD or NVIDIA drivers the performance shouldn't be that bad although Vulkan is sensitive to third party hooks and overlays plus the usage of layers for correctly hooking through the API is also something that other software has compatibility issues with either on it's own or in tandem with other hooks. Smile
(Rivatuner I believe for one example here but not the worst, some recording software can be downright unstable for a example of that.)

Also reliant on a shader cache but that shouldn't be a big issue, AMD and NVIDIA handle it pretty well most of the time though some games (Borderlands 3 for one of these.) front load the shader cache generation which means it basically just takes a bit of time and this is re-done for every game update and every display driver update.



Settings wise it shouldn't have anything too demanding far as I know, there's dynamic resolution but that would improve performance and then there's resolution scaling meaning above 1.0 it'll do up to I assume 4x super sampling or 2x width and 2x height so 1920x1080 would be 3840x2160 at max which I think also goes the opposite way of scaling it down for performance is required.

Haven't played the game in a long while though, chances are patches like with the later added DLC could have broken something and if supports over with that's never getting fixed, low level API's and control in the developers hands plus less intervention from the display driver isn't always a good thing even with more familiarity for D3D12 and Vulkan plus maturity for the API's and display driver software as well.



EDIT: Hmm could also be memory usage related if the game gets difficult with memory allocation, tends to be more crash prone though but it might be affecting performance if there's some leak or the game for whatever reason is using a lot of video memory which I don't recall it doing.

And then there's issues around borderless or full-screen, perhaps testing with VSync disabled and all sorts of annoying specific troubleshooting steps and issues.
(Vulkan and D3D12 does well in windowed and borderless mode usually though regular full screen exclusive display mode is also supported or handled via extensions in the case of Vulkan.)

VSync should be less of a problem as well as should buffering and other problems around input lag or latency or frame time inconsistencies as both these API's handle flip model and flip discard if supported (Windows 10 generally.) though disabling VSync also works but then you have to deal with display tearing instead as that drawback for immediate presentation.
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lolozaur




Posts: 26309

PostPosted: Wed, 1st Jul 2020 15:55    Post subject:
Ive been playing for around 11 hours, i think its way easier than the first game at least in the beginning; getting an infinite number of heals between bonfires makes it a piece of cake. With VULTR set i think its called, you dont need battery to cut enemies, so all energy goes into healing.
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lolozaur




Posts: 26309

PostPosted: Sat, 4th Jul 2020 18:22    Post subject:
Reached the end, final boss kicked my ass 5 times so far, im bored, fight takes too much time Laughing . Crap optimisation aside, the game is great, world design was really cool and especially the idea with before/after general ezra fight. I still think its easier than the first game, i reached the end with with the vultr set and some spear i found in the beginning, all maxed out at the end.
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tonizito
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PostPosted: Sat, 4th Jul 2020 18:24    Post subject:
lolozaur wrote:
Reached the end, final boss kicked my ass 5 times so far, im bored, fight takes too much time Laughing . Crap optimisation aside, the game is great, world design was really cool and especially the idea with before/after what happens to athena. I still think its easier than the first game, i reached the end with with the vultr set and some spear i found in the beginning, all maxed out at the end.
Git gud scrub Laughing
Grabbed the ronin or whatever armor, upgraded it and the katana to the max and then rekt that final boss on my 2nd try

Game is indeed a bit on the easy side but probably the best soulslike out there


boundle (thoughts on cracking AITD) wrote:
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ixigia
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Location: Italy
PostPosted: Sat, 4th Jul 2020 20:08    Post subject:
Near the end I rolled with a fully upgraded fancy pair of punching gloves, once you get all the auto-charge implants and learn the timing patterns for parrying it feels like being a sci-fi Tyson Very Happy

I really hope we can see a sequel someday. The Surge 2 nailed both the meaty combat (with varied armor/weapon sets) and the organic complex level design with a rewarding sense of exploration, which is where most Soulswannabes typically fail.



Random creations of an insane mind / Screens from Bulgaria [Early Access]


Last edited by ixigia on Sat, 4th Jul 2020 21:04; edited 1 time in total
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prudislav
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PostPosted: Sat, 4th Jul 2020 20:41    Post subject:
ixigia wrote:
I really hope we can see a sequel someday.

seems like their next game is not gonna be Surge sequel but new IP


teaser pic




they also got acquired by Focus Home few days ago


http://i.imgur.com/SYIa3w4.png
http://i.imgur.com/PtROKGv.gif
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ixigia
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Posts: 65123
Location: Italy
PostPosted: Sat, 4th Jul 2020 20:58    Post subject:
Fingers crossed for another action-adventure single-player game, he says that it's going to be built upon the strength of The Surge titles, so maybe there is hope.
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r3dshift




Posts: 2830

PostPosted: Sat, 4th Jul 2020 22:42    Post subject:
Lords of the Fallen 2? Smile

re: The Surge 2: FFS, the lighting is utter shite in this game. Fucking imbecile devs, are they blind or what?! And WTF's up with being able to adjust gamma only, not brightness and contrast?


Frant wrote:
Shitass games are ruining piracy.
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prudislav
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PostPosted: Sat, 4th Jul 2020 22:46    Post subject:
r3dshift wrote:
Lords of the Fallen 2? Smile

thats City Interactive's IP , iirc on 3rd dev team there


http://i.imgur.com/SYIa3w4.png
http://i.imgur.com/PtROKGv.gif
Sometimes i just want to see NFOHUMP burn \o/
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r3dshift




Posts: 2830

PostPosted: Sun, 5th Jul 2020 00:25    Post subject:
Oh, for some reason I thought LotF and The Surge are the same team. My bad!


Frant wrote:
Shitass games are ruining piracy.
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prudislav
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PostPosted: Sun, 5th Jul 2020 01:55    Post subject:
r3dshift wrote:
Oh, for some reason I thought LotF and The Surge are the same team. My bad!

the dev team is the same (Deck13) , but publishers are different City Interactive (LotF) and FOcus Home (The Surge) ... iirc LotF was co-dovelepode with CI (iirc Atrstyle and writing was on CI), for LotF2 deck13 wasnt asked at all, and went to do Surge with Focus and now got aquired by focus


http://i.imgur.com/SYIa3w4.png
http://i.imgur.com/PtROKGv.gif
Sometimes i just want to see NFOHUMP burn \o/
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madness




Posts: 13322

PostPosted: Sun, 5th Jul 2020 10:07    Post subject:
Got it from summer sale as well, just finished it. Great game, much better than the original.
DLC is good at least? Got negative reviews for being too short Laughing
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r3dshift




Posts: 2830

PostPosted: Sun, 5th Jul 2020 10:45    Post subject:
prudislav wrote:
r3dshift wrote:
Oh, for some reason I thought LotF and The Surge are the same team. My bad!

the dev team is the same (Deck13) , but publishers are different City Interactive (LotF) and FOcus Home (The Surge) ... iirc LotF was co-dovelepode with CI (iirc Atrstyle and writing was on CI), for LotF2 deck13 wasnt asked at all, and went to do Surge with Focus and now got aquired by focus

Well, I was half right, then! Very Happy


Frant wrote:
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