much needed, she may really start to look pretty, finally!open the flood gates of Aloy mods !
it's hard to understand what's so special about what the game does to require a CPU from the NASA, but this could be a solution.So Dragon's Dogma 2 is likely 30fps on consoles because of CPU bottlenecking:
Dragon's Dogma 2 performance analysis: It'll take everything your PC has and still want more
I hope you have a top-end CPU and GPU because you're really going to need them.www.pcgamer.com
How do some of y'all still not get that the point of women's existence isn't just to look pretty for guys?much needed, she may really start to look pretty, finally!
I have the first game and I don't find her attractive.
I have the first game and I don't find her attractive.
Looks like it's very good.
How do some of y'all still not get that the point of women's existence isn't just to look pretty for guys?
Not that Aloy was in any way some monstrous eyesore in the first place...
she lived a rough life, that I can understand, but I have the first game on steam and she is unattractive and doesn't represent the ideal version of a hero.And you were supposed too because???
You both have a distorted version of beauty, imho. I.e. I am in love with Amicia from A Plague Tale, she is a hero that fails but that makes her even better, and she is a "normal" gorgeous french girl trying to survive the pest.
she lived a rough life, that I can understand, but I have the first game on steam and she is unattractive and doesn't represent the ideal version of a hero.
Does the PC version have the option to use the PS5's checkerboard reconstruction?Grabbed it to test on my 3060/12400F, and impressions are...decidedly mixed atm.
1) "Waiting for shader compilation" on the first 5+ loads of the game, regardless if if was just resuming to the same area I was slowly walking around for 30 minutes prior. So getting back into the game was a ~2 minute endeavor for a good handful of reloads.
(Note though I don't think this is related to the performance I detail below, it doesn't appear to be a CPU limitation - the performance is dropping because of GPU.)
2) Medium detail, with perhaps screen space shadows added (disabled as part of preset) + very high textures + lod high (lod medium is brutal), seems to hold 60fps at DLSS performance 1440p as the output resolution...well enough, but it's close - there are a few drops below still, and this isn't even fighting anything. High is out of the question.
Overall in terms of image quality vs the PS5, I'd say DLSS 1440p performance (sharpening set at default 5) looks quite a bit softer compared to PS5 checkerboarding quality in performance mode, both static and in motion. There are elements where DLSS is better perhaps, but overall - nah. DLSS performance at 4k output looks significantly better, not quite PS5's Quality mode but it's prob closer to that than 1440p/performance is to PS5's performance mode.
3) The dynamic res is too fine grained wrt GPU occupancy, constant drops with it enabled as it's trying too hard to keep the GPU busy. Only forcing DLSS performance mode can reduce these.
4) Even with Nividia reflex + boost, seems to have worse controller latency than PS5 (playing with wired XSX). HZD also had this issue. Granted, even on PS5, HW's default controls always feel 'floaty', so perhaps different controllers could explain some of it, the response curve between them usually differs IME*. Without reflex it's of course worse.
*Nah, tested with a wired Dualsense. The latency sucks.
5) With motion blur enabled and fast movement, definitely noticeable shimmering with DLSS and vegetation at 1440p. Less noticeable at 4k output as you would expect, but it's still there. It's not just restricted to motion blur, there is generally just some level of shimmering to varying degrees depending upon the type of vegetation (stripped trees are especially problematic) when you're using DLSS performance, but mb makes it worse.
This is also the kind of thing you won't necessarily pick up on when you're comparing reconstruction methods with very slow pans or walking about. I want to see if artifacting stands out with fast movement, and occasionally it can.
6) The cardinal sin - microstutter. 60fps is not an entirely properly frame paced 60fps, or rather the camera animation isn't properly paced. Slowly pan the camera around and you'll get occasional small little camera skips and hitches at points. Nvidia reflex makes it far worse, but even without they can crop up (and input latency is pretty brutal without). Rivatuner cannot fix this either. Yikes.
This is not something you'll likely pick up on unless you're playing with a controller on a fixed refresh rate display, prob why Death Stranding's controller stutter was missed when the PC port dropped too. Like DS, there doesn't appear to be frame time jumps when these happen, it's a camera animation issue. But it's there.
So some patches are in order, as usual it seems. Yes, it's a low-end system by today's standards and I wasn't expecting performance parity using a 3060, I expected the requisite 'tax' for modern PS5 ports, but atm there's a bigger quality gap than I anticipated. Not as problematic as Spiderman was at launch, but that microstutter and lack of attention given to motion blur and DLSS (especially as it's enabled by default) are pretty big misses imo.
I'm particularly wary of the microstutter issue being fixed, as it's very subtle and I think many, especially m&k players on VRR displays, will miss it.
Does the PC version have the option to use the PS5's checkerboard reconstruction?
I'm not seeing any microstuttering. Gotta keep fps over refresh-rate though.
Game loads extremely fast for me. I watched the intro video and when I started the game, I saw the "compiling shaders" prompt for basically 3 seconds, and then I was in the game.
I'm not looking for performance issues.. I'm looking for visible microstuttering while panning. I'm not seeing it. Like I said, my fps have been over my refresh-rate at all times. I'm sure what you're saying is accurate to your experience.Like I said, it's not a performance issue - there's no corresponding frame time spikes. It's on a fixed refresh rate display.
Yes, same as it's loading when its playing that unskippable intro. I'm talking about subsequent loads from the menu after reloading the game.
Interesting comparison. So you'd say PS5 version still better better overall than your 3060 using DLSS performance mode + 12400F for now? Is the framerate stable 60fps like on PS5? The custom CBR being sharper than DLSS (notably in motion) is surprising considering on what hardware it runs.Grabbed it to test on my 3060/12400F, and impressions are...decidedly mixed atm.
1) "Waiting for shader compilation" on the first 5+ loads of the game, regardless if if was just resuming to the same area I was slowly walking around for 30 minutes prior. So getting back into the game was a ~2 minute endeavor for a good handful of reloads.
(Note though I don't think this is related to the performance I detail below, it doesn't appear to be a CPU limitation - the performance is dropping because of GPU.)
2) Medium detail, with perhaps screen space shadows added (disabled as part of preset) + very high textures + lod high (lod medium is brutal), seems to hold 60fps at DLSS performance 1440p as the output resolution...well enough, but it's close - there are a few drops below still, and this isn't even fighting anything. High is out of the question.
Overall in terms of image quality vs the PS5, I'd say DLSS 1440p performance (sharpening set at default 5) looks quite a bit softer compared to PS5 checkerboarding quality in performance mode, both static and in motion. There are elements where DLSS is better perhaps, but overall - nah. DLSS performance at 4k output looks significantly better, not quite PS5's Quality mode but it's prob closer to that than 1440p/performance is to PS5's performance mode.
3) The dynamic res is too fine grained wrt GPU occupancy, constant drops with it enabled as it's trying too hard to keep the GPU busy. Only forcing DLSS performance mode can reduce these.
4) Even with Nividia reflex + boost, seems to have worse controller latency than PS5 (playing with wired XSX). HZD also had this issue. Granted, even on PS5, HW's default controls always feel 'floaty', so perhaps different controllers could explain some of it, the response curve between them usually differs IME*. Without reflex it's of course worse.
*Nah, tested with a wired Dualsense. The latency sucks.
5) With motion blur enabled and fast movement, definitely noticeable shimmering with DLSS and vegetation at 1440p. Less noticeable at 4k output as you would expect, but it's still there. It's not just restricted to motion blur, there is generally just some level of shimmering to varying degrees depending upon the type of vegetation (stripped trees are especially problematic) when you're using DLSS performance, but mb makes it worse.
This is also the kind of thing you won't necessarily pick up on when you're comparing reconstruction methods with very slow pans or walking about. I want to see if artifacting stands out with fast movement, and occasionally it can.
6) The cardinal sin - microstutter. 60fps is not an entirely properly frame paced 60fps, or rather the camera animation isn't properly paced. Slowly pan the camera around and you'll get occasional small little camera skips and hitches at points. Nvidia reflex makes it far worse, but even without they can crop up (and input latency is pretty brutal without). Rivatuner cannot fix this either. Yikes.
This is not something you'll likely pick up on unless you're playing with a controller on a fixed refresh rate display, prob why Death Stranding's controller stutter was missed when the PC port dropped too. Like DS, there doesn't appear to be frame time jumps when these happen, it's a camera animation issue. But it's there.
So some patches are in order, as usual it seems. Yes, it's a low-end system by today's standards and I wasn't expecting performance parity using a 3060, I expected the requisite 'tax' for modern PS5 ports, but atm there's a bigger quality gap than I anticipated. Not as problematic as Spiderman was at launch, but that microstutter and lack of attention given to motion blur and DLSS (especially as it's enabled by default) are pretty big misses imo.
I'm particularly wary of the microstutter issue being fixed, as it's very subtle and I think many, especially m&k players on VRR displays, will miss it.
Interesting comparison. So you'd say PS5 version still better better overall than your 3060 using DLSS performance mode + 12400F for now? Is the framerate stable 60fps like on PS5? The custom CBR being sharper than DLSS (notably in motion) is surprising considering on what hardware it runs.
Does anyone remember what resolution ranges PS5 uses in its modes?
I'm not looking for performance issues.. I'm looking for visible microstuttering while panning. I'm not seeing it. Like I said, my fps have been over my refresh-rate at all times. I'm sure what you're saying is accurate to your experience.
Yea I know. I haven't seen any compiling shaders on subsequent loads either when loading up my game. Core count issue, or do you think it's a bug?