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wonder how this game will be, for console fanboys there run almost identical on both xbone & ps4, here is the comparison-

http://gamingbolt.com/dying-light-ps4-versus-xbox-one-comparison-almost-identical-across-both-platforms

We also came across pop-in issues with textures, zombies or random objects. However we must add that these issues are less on the PS4, which is probably down to its more capable GPU.

Read more at http://gamingbolt.com/dying-light-ps4-versus-xbox-one-comparison-almost-identical-across-both-platforms#36pd87uO7BXQm3uB.99

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We also came across pop-in issues with textures, zombies or random objects. However we must add that these issues are less on the PS4, which is probably down to its more capable GPU.

Read more at http://gamingbolt.com/dying-light-ps4-versus-xbox-one-comparison-almost-identical-across-both-platforms#36pd87uO7BXQm3uB.99

so 50% more gpu performance only gives these tiny advantages :lol:

Edited by insane79
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Quick Look: Dying Light

 

 

Looks mediocre on console plus FOV is terrible...

 

 

Dying Light – Final PC Options Revealed – Field Of View & Distance Sliders Included

http://www.dsogaming.com/news/dying-light-final-pc-options-revealed-field-of-view-distance-sliders-included/

 

Dying Light releases tomorrow and today we can reveal the final PC options that will be supported. As we can see – and contrary to the previous graphics options we shared – Techland has added both a Field of View and a Distance slider. In addition, gamers will be able to adjust mouse smoothing. You can view the game’s complete options list below. Enjoy and stay tuned for more!

Edited by Zodak™
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PC version :rofl:

9TyoVuS.jpg

From GAF -

 

Played it for roughly 3 hours now, maxed out @ 1440p.

The game is optimized for sh*t.

I have a i7 4770k @ 4.2GHz, 16GB DDR3 2133MHz, GTX Titan SC.

At this resolution at least there are areas that run decent and some that are 30ish. I don't think I ever get close to 60fps.

Even when I turned down the draw distance to 50% (can't tell because it's just a shitty slider), the frames don't improve for much, if anything at all - turned off AA, and even tried it for a moment without motion blur because it looks like someone put vaseline on the rim of the monitor - nothing helped.

Chalk one up for another poor port.

 

 

Oh look another Nvidia Gameworks title that runs like hot garbage and doesn't even look good.

I'm really worried about Witcher 3 now.

:|

Edited by Zodak™
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highly optimized , well atleast for nvidia card it seems .

Where are you reading this? Everywhere I am seeing people crying about terrible optimization.

 

For example: http://m.neogaf.com/showthread.php?t=980126&page=100000

 

Everyone right from 760 to 980 and 270x to 290 is facing issues.

Edited by Big Boss
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so 50% more gpu performance only gives these tiny advantages :lol:

 

Apparently, no:

 

 

 

However, Xbox One falters a bit when it comes to sustaining its target frame-rate. Within a minute of taking control - in an enclosed area no less - we noted minor tearing along the top portion of the screen, which is rarely a good sign. Thankfully, once we hit the streets, things actually held together reasonably well, with the game holding 30fps most of the time. However, across the overall run of play, it's tangibly worse than PS4, with specific areas of the city and certain sequences operating at a lower level of performance on the Microsoft console.In particular there is a grassy area early on in the game that sends the frame-rate under 30fps while simultaneously introducing torn frames. It's consistent enough overall not to dramatically alter playability, but these areas of slowdown are less than ideal and give the impression of a less polished experience.

 

 

 

 

Resolution-wise, there is a subtle difference in image quality between the two versions, with aliasing appearing slightly chunkier on Xbox One in certain situations. We're still working on a final resolution calculation, but we're inclined to believe the PS4 renders at full 1080p, while Xbox One is operating at a reduced 1536x1080 - or something very close to it. That's a basic 20 per cent drop in the overall pixel count.

 

http://www.eurogamer.net/articles/digitalfoundry-2015-dying-light-performance-analysis

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