DarKStaR350z
DarKStaR350z
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The fan noise is really an issue that needs to be addressed asap imo; and what I noticed that was strange is that once the match loads and the loading bar is finished, you can clearly hear the fan spin down to a regular speed which it remains at until returning to the lobby screen. So its stressing the console more in the lobby than in a match??
The freezes have all but gone for me, none on hooking, Dead Hard, Sloppy Butcher, Ruin etc - slight hitch sometimes on an unhook or the first time you use an action. Its as if it doesn't load things until its used and needs to, then once its loaded once it runs fine but you get a hitch when it access stuff initially.
This update has honestly fixed more than I was expecting and I have to say I'm impressed, even though there is still a lot that needs to be done.
My biggest issue and always has been is the really low base FPS which makes first person games in particular feel awful and difficult to play\control.
Its been difficult to test things so far as the new killer means queues are really long to play the side with the most impactful issues; and when I have got a game my MMR\rank is so low because I haven't been able to play since the Nemesis DLC\updates, that I'm playing people who aren't really playing well and that is where the issues are most apparent, when every little thing that costs you a few seconds can lose the game.
I still think the best solution for me is to drop all the fancy graphic\textures\lighting etc that are the most resource hungry and less impactful to gameplay to bare minimum so we can instantly improve FPS; then I would look to optimise things and slowly reintroduce things to push the hardware and see where the limit is while still retaining the most important thing - how smooth the game feels to play. Its 2021 and I don't feel the base FPS is reasonable, even if the PS4 version was running like it does but on some handheld device.
I've been playing Aliens Fireteam which is the first game made by the studio, cost £35 brand new at launch, and runs smooth as butter while looking great and having a reasonable amount of AI enemies on screen. I just can't see a reason DbD runs so bad in comparison to most other games, especially with the money earned and time spent on it.
I really strongly feel that BHVR could do with at least 1 person there who plays on the older consoles and can offer insight into small changes that would massively improve console QoL. Controller acceleration options and dead zone settings for example are still bafflingly absent.
Overall though I'm surprised and impressed with this patch, its done a lot more than I expected from what I've experienced so far.
Edit to add its definitely killer\map dependent, just had a horrible game as Pyramid on Yamaoka Temple where I got really bad freezing when trying to use the power, and a choppy framerate in general that game making basic control of the character a real challenge.
I think Spirit as a killer is fine and maybe the Midwich School map that was causing the general low FPS I was feeling on my previous match.
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@PhantomChimera said:
https://forum.deadbydaylight.com/en/discussion/comment/2447043#Comment_2447043
So your ok with people suggesting that you get a newer generation system however not a suggestion about getting a PC?
If you read the comment Pulsar is replying to, there is no suggestion to upgrade at all; they are just talking about their own experience with the games performance and the difference they experienced between 2 different consoles.
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@Shaped said:
First surv game, against Bubba.
Muuuuch better. Forgot to use dead hard to test. No sloppy tho but if I remember correctly I got long freezes before even when being hit without it.
Fingers crossed it doesn't deviate much from this experience. Definitely playable for me. :)
How about killer?
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@TragicSolitude said:
https://forum.deadbydaylight.com/en/discussion/comment/2387279#Comment_2387279
I got an external SSD to fix the game's performance on my PS4 Pro a couple weeks ago. My friend says I should demand some Legendary skins from BHVR to cover the cost, because yeah, I bought a new piece of hardware just to make up for their bad code. It helped majorly with the stuttering and frame drops; it doesn't help with the loud fans due to the game's fog effects, because that's a different issue entirely.
So, BHVR, let me know where I can email my receipt for some reimbursement in the form of cosmetics. That seems more than fair.
[sigh] Sometimes this game makes me want to cry. Why did they release DbD on consoles? It's just pain. Their PS4 and Xbox releases weren't great, and then they went ahead and put it out on the Switch. The Switch! Why?! The Switch is now so broken that it's not even allowed to cross-play with the other platforms, and because cross-progression has been delayed so ridiculously much Switch players are just [BAD WORD] out of luck. ffs.
Sorry, ranting. Need to vent. I imagine most console players are ready to explode and need to vent at this point, really.
It stings even more that after the Road to 60FPS roadmap, they did no noticeable improvements on the hardware they said they would, and instead released on Switch and Stadia while steadily making graphical changes in place of the performance we were promised.
2.5 years and they still wont acknowledge the roadmap, say if they are still trying to work on it or not, and if not what went wrong.
At this point I think the acknowledgement is worth almost as much to me as the actual roadmap contents; at least I wouldn't feel so worthless and unimportant as a console customer. Though it would still suck to realise I've been strung along with lies for years to trick me into keep spending and playing :(
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@umad said:
https://forum.deadbydaylight.com/en/discussion/comment/2384681#Comment_2384681
THIS. This has been my problem. They knew. Moment of truth anyways, I'm updating it right now (21GB). Im ready to uninstall if it isn't fixed.
Weird, mine was only 4.8gb on my base PS4?
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@SloppyVoldemort said:
It's way down at the "Other" section:
- Fixed a lot of Hitches when loading some Hud icons during Gameplay
- Various crash fixes
Oh wow ok, so its literally just an issue freezing the game while it loads the status icons on the right of the screen?
I presumed it was actually accessing y'know, something substantial to cause such severe freezing. Crazy if thats all it was and the cause of the main problems!
I'll try it out and see for myself later but those notes were kind of underwhelming after all this waiting and the severity of the issues.
Maybe if its fixed to be playable again I can at least play for 3 months or so until the next chapter breaks it all over again :')
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Patch notes aren't filling me with hope unless I missed something; I see mentions of Nemesis, Lerys and a few perks but no HDD issue or any other killer\map that were suffering from the freezing and FPS issues.
I'll wait to see before judging but prepared for disappointment and about 50gb extra HDD space for a few months :')
@Peanits said:
https://us.v-cdn.net/6030815/uploads/R1ZFT700BGMM/releaseinfo.png
SCHEDULE
PC / XBOX / Playstation: July 27, 11 a.m. ET
Switch: TBD
July 2021 Developer Update
https://forum.deadbydaylight.com/en/discussion/262994/developer-update-july-2021
PATCH NOTES
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@RandDBD said:
Who wants to bet what's gonna break tomorrow?
I think it's going to brick Switch consoles and overheat PS4s
Edit
Wow, just checked, they literally tweeted this a few seconds after I hit post
https://twitter.com/DeadByBHVR/status/1419744872366592004
The update was literally going to brick Switch consoles lmao
Yea I feel for the Switch players, no update tomorrow which means they not only have to wait for the update to et the Rift\Tome, but also they cannot crossplay with other formats and will only be able to play other Switch users until the update releases.
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@TragicSolitude said:
https://forum.deadbydaylight.com/en/discussion/comment/2383244#Comment_2383244
The code, the way the game functions, is not optimized. It needs to be torn apart and re-coded. It works on the new consoles because they can brute force their spaghetti code. There may be things BHVR can do to make the game run better as is, but with each new chapter they will be adding to overstuffed unoptimized code, and there's only so much any system can take. Maybe they're hoping that by the time it gets that bad the old consoles will truly be dead. Not sure what their plans would be for the Switch, though, since that is Nintendo's newest system and there's no replacement forthcoming.
It would be nice if they actually rewrite the code, but I don't see it happening. It's a huge task and I doubt they'd consider it worth spending the time and money to do.
I'm just talking in terms of performance. When it comes to the game's bugs, like all the audio issues that plague DbD, those seem to get fixed and reintroduced constantly.
Looks like it will still be some time before even anyone who has the money is able to upgrade to the newer consoles :(
Here's hoping the game gets the TLC it needs and deserves rather than burying their heads in the sand and hoping the problem 'goes away'.
https://twitter.com/GameSpot/status/1419583325757493248?s=20 -
@Pulsar said:
I picked up Overwatch again recently (big mistake i know) and I forgot about how much better it runs.
Have you seen that new Ubisoft f2p FPS xDefiance or something? Looks like a cross between Rainbow 6 and Overwatch and the factions are based on stuff like Cleaners from Division and Echelon from Splinter Cell.
Its honestly been super depressing even scrolling socials as everyone else is having a great time with the event or talking about the new cosmetics and the upcoming PTB changes going live, while I can't even take playing DbD atm :(
Its definitely been nice having some extra cash to play around with though as there's some good tv and movies streaming atm, plus there's a 14 day free login campaign on FF14 and am enjoying getting back into that so might carry on the subscription; you never know if I'll still be be unable to play DbD after the 27th patch if the hotfixes were anything to go by, and the 'potential fixes with more to follow' doesn't exactly inspire my confidence :')
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@antgnstea said:
https://forum.deadbydaylight.com/en/discussion/comment/2359614#Comment_2359614
So it will be open for 2 years give or take. Good luck. Clearly we use posts for different purposes. I use post to point out and issue and when it is acknowledged, I am done with the post regardless the fix. Because I believe my complaining won't make the fixes release sooner.
Of course you are free to post whatever you like as long as they won't violate the forum rules. So keep them coming. I will keep the alerts off for a few years it seems.
I mean this has been acknowledged as an issue as far back as March 2019 or earlier when they gave us this roadmap and said consoles would be optimised to run at 60fps, and look at the state we are in now in 2021, closer to 6fps than 60fps lol.
@not_Queen said:

Over the past six months, we have allocated strike teams with the mission of improving the overall health of the game. As announced last December, we have developers working on a new matchmaking algorithm which we are actively testing and are almost ready to deploy. We are also targeting to migrate the game to dedicated servers by the end of summer 2019.
This blog post is meant to update you on the efforts put on optimization, which aim to enhance the overall game’s performance.
When we first released Dead by Daylight back in 2016, we targeted 30 FPS on our minimum spec. Up until recently, we optimized the game in bursts; for the console launch and before releasing a new Killer. We are now ready to set a new performance target: Dead by daylight will run at 60 FPS on PlayStation 4, Xbox One, and minimum spec PCs.
Reaching 60 FPS on Dead by Daylight is not an easy task. It is a multifaceted iterative process that started six months ago and will be ongoing for months. Our strike team of programmers dedicated to optimizing the game has their hands deep into the game code. To summarize, optimization improves the frame rate by using less CPU and GPU cycles to update and render the world faster without any apparent loss of quality.
See below for a high-level view of our optimization roadmap.
STEP 1: UPDATE TO UNREAL ENGINE 4.20
Target: Chapter 10 and incremental changes with every engine update (update to 4.21 is planned for chapter 11)
The engine update was a necessity to move forward with the optimization process.
All the Unreal engine features below gives us additional tools and means to enhance the performance of the game: the new Apex integration (dynamic mesh simulation), RHI/Render thread split, Epic’s mesh reduction tool & improved animation thread tooling are just a few examples.
STEP 2: CPU, GPU AND CONTEXTUAL OPTIMIZATIONS
Target: Chapter 11 and ongoing
This is the core of the work to improve the performance and the game’s frame rate.
There are many opportunities for optimization, but here are the three main pillars overarching our efforts:CPU optimizations: improving the game’s baseline systems
This is where the game world is simulated (interactions, character navigation, perks and powers). We will be converting our slowest gameplay blueprints to C++ which should, in specific cases, run ten to two hundred times faster. We are also moving from a tick-based system to an event-based-system. A tick-based system is much more demanding, as it constantly pokes the CPU to know when to trigger an action, while an event-based system can enable an event only when necessary and therefore reduce the stress on the CPU.
GPU Optimizations: Overall Graphic Optimizations
The GPU is where the game world is rendered into an image which is then drawn on the screen. The optimization actions listed below mainly affect the game’s visual representation. The objective is to render the world faster without sacrificing quality. We will be updating our anti-aliasing system to TXAA and moving the SSAO to a compute shader, simplify our shadow pass, optimize character outlines, improve LODs, slim render passes, bake more lights, use imposter rendering for specific objects (trees, grass) and more.
Contextual Optimizations: Performance Spikes for Specific Actions
We are working on optimizations that pay at any given time when you play (as mentioned above under GPU/CPU) but we also know there are specific actions and/or Killers that will need extra optimization. These are problematic cases where we see major hitches in performance. Here are a few examples: multiple characters moving in close quarters, specific Killer slow down, perks combination, etc.
STEP 3: UPDATING OUR GUIDELINES AND PROCESSES
Target: Chapter 12 and ongoing
While we optimize the existing gameplay and graphic systems, we develop better tools and methods to implement new features. When we have a new process figured out, it is documented and shared with our development team who can then apply these learnings for the creation of new content.

Our objective is to offer a better performance on all platforms, making the game look smoother and the controls more reactive. Still, doing such majors changes all at once (game engine update and rewriting game code) is bound to briefly disrupt things and require some adaptation time. We hope you understand that this is a transition period and an investment to improve the game.
Don’t hesitate to share your feedback on our forums or social media if you encounter an issue. Our objective is to keep you updated on our progress in the coming months. The upcoming Dead by Daylight anniversary will be a great timing to give you additional visibility on our progress.
See you in the fog,
The Dead by Daylight teamThe immediate concern is to get the issues that arose with the Nemesis patch fixed and then carry out other optimisation on the rest of the game.
Its literally been years already and this thread is the result of nothing but steps bacward over the last 2 years since this elaborate Road to 60fps plan that they never talk about any more, or answer questions on.
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Another awesome Dead Hard rewind clip:
https://www.youtube.com/watch?v=dhnJfjq8QcMReally hope there is some sort of patch tomorrow but I'll be surprised if there is.
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I called this would happen sadly, now my assumption is its 'Road to 60fps' again and by the time mid chapter is out, lots of us will have quit or at least quieter; and the mid chapter will still not massively improve things if at all and we will be swept under the rug.
I actually think its disgusting that the game is still for sale on the format stores when they know full well it is completely unplayable and will be in this state for the next month or so at least.
It sucks I miss the event which would alleviate some of the ridiculous grind in this game, and I literally cannot finish my Rift challenges as the game runs too badly.
Its so depressing to be treated like this, an afterthought and unimportant; after supporting the game since console launch and spending a load of money. I feel like I've been taken advantage of.
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@Razorbeam said:
https://forum.deadbydaylight.com/en/discussion/comment/2336189#Comment_2336189
Honestly with the maps the size they are they could do 3 more graphical overhauls and the current gen consoles wouldn't be challanged at all, you can push specs much higher on console than pc because it's being designed for one uniform set of hardware.
The issue lies in the porting and the game being awfully written which to the defense of BHV they designed the game as a small bunch of new indie devs, hell most the engine was designed via blue print assets which is like how I could design a game in my bedroom lol. Porting always makes problems even on the most well written games. What DBD needs is a real playstation and Xbox version made from the ground up, but the pc version needs that too just as much so not gonna hold my breath.
@Razorbeam said:
https://forum.deadbydaylight.com/en/discussion/comment/2336189#Comment_2336189
Honestly with the maps the size they are they could do 3 more graphical overhauls and the current gen consoles wouldn't be challanged at all, you can push specs much higher on console than pc because it's being designed for one uniform set of hardware.
The issue lies in the porting and the game being awfully written which to the defense of BHV they designed the game as a small bunch of new indie devs, hell most the engine was designed via blue print assets which is like how I could design a game in my bedroom lol. Porting always makes problems even on the most well written games. What DBD needs is a real playstation and Xbox version made from the ground up, but the pc version needs that too just as much so not gonna hold my breath.
I completely agree, the console is not the problems. If the game was properly optimised then the graphical improvements would still not even strain the hardware.
During a break from playing I have picked up a 7 year old FPS zombie parkour game that has a sequel coming out later this year, and it is completely open world with much better graphics than DbD and a hell of a lot more going on, and it doesn't even have to load during the open world. There are battle royale games which are much more massive in scale and with many times the players of DbD in game at a time and they run smooth as butter while looking hundreds of times better.
The issue is that instead of concentrating on optimising the foundation, the time has been spent on making things look superficially better at the neglect of important and much needed core improvements.
The fact some of you are improving it with SSDs and the suggestion that DbD loads all assets into each game regardless of if they will be used or not, suggest its some sort of indexing issue where it has trouble accessing important information at the time it needs to; and that reducing the unnecessary things loaded or streamlining how it access the information would improve things.
But since console launch we have had complaints about the uncapped FPS on the title screen causing consoles to overheat and shutdown; and it would seem like relatively small fix to just cap those and solve the issue, but yet nothing has been done and its just not discussed any more when people get tired of complaining with no answer while the rest of the playerbase is distracted with other things.
Console has been completely broken for almost a month now with hardly a word but here everyone else; cosmetics, Trickster buff, pallet\grab fix, an amazing 2 week event that band aids that grind issue, and we fixed that shiny new map. I would be excited for that grab change if I wasn't currently freezing every time I swung my weapon at a survivor.
It sucks and I'm honestly dreading tomorrow as I don't feel like it will all be magically fixed and I literally can't finish my tome challenges because of how bad the game is running, with only a few days left of both the event and Rift. I really feel like I might be waiting for the big patch at mid chapter for any meangingful change and worry it might not even come then.
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It’s just no acceptable that they were unable to achieve the 60fps they planned for in March 2019, especially when they have upgraded the graphics and effects to improve how it looks on newer hardware.
They’ve made a clear choice to improve the game graphically knowing that I would put more strain on older hardware which they said they were going to optimise but have just stopped talking about.
It’s not even like they’ve come out and admitted they can’t achieve it any more, just silence, hoping everyone does what you guys are doing; finding temporary work arounds yourself or spending money on new hardware which shouldn’t be necessary given their optimisation plans.
If it wasn’t for that March 2019 update giving me hope for the future, I would’ve quit a long time ago and saved my money instead of spending it on a game that felt like it would end up running so badly it’s not really playable.
I feel tricked with those empty words to keep me hanging on and spending cash to support the game, when it seems with the graphics updates and lack of optimisation attempts; that they had no intention of ever delivering on that impossible sounding plan, and their silence just seems to confirm it.
If this was a higher profile game/company, if there were less defenders of their bad practices, if there were console players with an audience; this would not go on without some accountability.
I wonder if a similar situation to the colourblind issue were to happen in this scenario, how fast they would have something they’ve ‘been working on the whole time’ to show off?
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@ineedsleep said:
Just curious because of how much they screw people over. It’s been really difficult to even land a hit with nemesis’s power because of them
I basically switch it on for the login bonus and maybe play a game or 2 to remind me how bad it is before playing something else.
I don't know if we're allowed to mention other games so I wont; but there's a ton of stuff out there atm that plays great and doesn't make you feel like a neglected afterthought.
I might force myself to play longer if my friends are playing, but they're on console too so its been a rarity for the last 3 or 4 weeks with how bad things are.
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@Pulsar said:
Another Dev Update has come and gone without any mention of Console Optimization.
What a surprise.
I just finished reading came to say the same thing :)
The server stuff sounds interesting all but it doesn't really matter when the game is in such a bad state still for us.
Plus we never got the 60fps from the March 2019 dev update so maybe this one will never happen or be talked about again too.
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@th3 said:
https://forum.deadbydaylight.com/en/discussion/comment/2323718#Comment_2323718
Ah yes the achievements which are not time locked to only be achievable in a two week time period.
Yea they're permanently unachievable because good luck getting a double pip with no gen defense and only using the trash perks most killers have as teachables :)
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@FilledPizza said:
It's supposed to let you see crown beacon auras from 8 meters away, but it's bugged
So the 1 feature that made this event not a copy paste of the last crown event, is bugged and not working? Go figure lol
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https://www.youtube.com/watch?v=tnFqoPWWO5s
I'm honestly losing my mind trying to not miss out on the anniversary with freezes like this every time anything happens; gen pops, gen is left with Ruin active, hook someone, someones saved, exhaustion, any status condition, chests, totems; literally every action causes these freezes for everyone in the match using an affected format.
Some killers are worse buy you basically can't use the power without it freezing and the person who was in front of you has vanished.
Blight every slam freezes, Hag traps being activated, using Night Shroud at all, control Victor, try and Pounce with either Vic or Demo, bring up Tentacle, try and use tentacle - pretty much anything triggers it and as you can see from the clip, even not using the power at all doesn't stop it from happening.
Stopped playing before Twins release and came back as got caught up in the Resident Evil hype and wishing I'd stayed away now as I feel like a right mug for spending more money on this mess of a game again.
I don't feel valued as a customer at all.
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I love some of the anniversary dev coments on the loading screen.
Alice - QA tester "I hope you enjoy the anniversary!"
Yea, Sure...
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@DescendingSaint said:
Y'all know what I'm talking about. This game is littered with bugs and performance issues, to the extent of Cyberpunk 2077's mess at this point.
It seems to me their priorities are either entirely out of whack, or literally its just an inexperienced studio not organized enough to get results.
The game isn't even playable at this point, even two weeks after a new DLC drop, in fact this latest update has seemed to beat on the game's engine even more, introducing an even higher frequency of FPS drops. I have literally seen no posts detailing improvements experienced by players, after either of the post-dlc hotfix updates seems Behavior just isn't being honest.
Now taking aside their lack progress, why is their communication team so horrible at reaching out to the community about these subjects? It seems to me that all of DBD's social media is only interested in attempting to generate a higher demand for the game thru any means necessary except thru improved game performance. They claim they are aware of the performance issues, but have yet to communicate well enough their efforts to tackle the issue, and clearly the patches alone do not speak to the efforts either.
I think its about time Behavior have a REAL staff meeting about these issues and how to address them permanently and not just apply half measures to weasel by. Its actually quite insulting to consumers because it just exemplifies how little the studio has committed to delivering quality, and how desperate they are for your money.
They offer regurgitated empty words like "Thank you for your patience" and "We are hard at work" but actions speak louder than words and clearly these latest patches DO NOT reflect a team hard at work to resolve an issue that has plagued the game for quite some time. #End Rant.
It kind of makes sense if you think about it sadly.
They keep players on older hardware hanging on with empty words while they concentrate on improving the tutorial so those who leave will be replaced with new players and their experience will be better; or at least realise to late how bad things are.
I'm calling it that before we get any sort of optimisation for older hardware, we see a rework of the perk and bloodweb that people have wanted for ages; and it will be received with thunderous applause while those of us who got scammed into sticking with the game through the problems over the years are forgotten or upgrade hardware anyway.
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@Purgatorian said:
https://forum.deadbydaylight.com/en/discussion/comment/2319803#Comment_2319803
Ps5 and Series X runs perfectly fine and smooth for me so I'm guessing it's either a case by case basis or last gen consoles. BHVR was a little too optimistic as to how consoles could handle all the upgraded things they have been trying to do.
https://forum.deadbydaylight.com/en/discussion/comment/2319830#Comment_2319830
I doubt they would ever do this since the costs for a couple of weeks ptb to sony and microsoft would dent their wallets.
See, this is the frustrating thing.
March 2019 before the new consoles etc were even a thing, they outlined a detailed plan to achieve 60fps on base consoles and low end PCs, so at that time they believed it achievable.
Since then there have been no improvements to optimisation, and instead the graphics got an overhaul; adding new lighting and effects that are obviously going to be more demanding on hardware.
This suggests they chose to change the game with newer hardware in mind, to the detriment of older hardware; in contrast to what we were told to expect from the game over the last couple of years.
Its just not good enough to string people along with 'we're working on it, thanks for your patience!' for years until hardware has advanced so much you no longer feel you need to placate players on older hardware, and hope enough upgrade to new systems that it offsets the losses from screwing over the people who have supported the game through some really rough times with seemingly infinite patience.
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@BingBongMan said:
https://forum.deadbydaylight.com/en/discussion/comment/2319600#Comment_2319600
I've been living in a a cycle of "they're going to fix it next update," for 4 years now.
I'm tired of waiting for something that may or may not happen.
This.
We were told it would take time and many small changes to achieve the target 60fps on base consoles and low end PCs, but things have gotten worse rather than improve.
Each patch brings things for everyone else but nothing towards the optimisation and we are closer to 16fps now than 60fps.
At this point it feels the 2019 roadmap was just lip service and empty words to placate those of us who had been begging for console optimisation for years; just to keep us playing and spending when it seems like there was no intention of ever following through on it.
The map, lighting, effects and graphics updates are clearly more graphically demanding to benefit new hardware, at the cost of the performance of old hardware.
Actions speak louder than words, and I hear you clearly.
@not_Queen said:

Over the past six months, we have allocated strike teams with the mission of improving the overall health of the game. As announced last December, we have developers working on a new matchmaking algorithm which we are actively testing and are almost ready to deploy. We are also targeting to migrate the game to dedicated servers by the end of summer 2019.
This blog post is meant to update you on the efforts put on optimization, which aim to enhance the overall game’s performance.
When we first released Dead by Daylight back in 2016, we targeted 30 FPS on our minimum spec. Up until recently, we optimized the game in bursts; for the console launch and before releasing a new Killer. We are now ready to set a new performance target: Dead by daylight will run at 60 FPS on PlayStation 4, Xbox One, and minimum spec PCs.
Reaching 60 FPS on Dead by Daylight is not an easy task. It is a multifaceted iterative process that started six months ago and will be ongoing for months. Our strike team of programmers dedicated to optimizing the game has their hands deep into the game code. To summarize, optimization improves the frame rate by using less CPU and GPU cycles to update and render the world faster without any apparent loss of quality.
See below for a high-level view of our optimization roadmap.
STEP 1: UPDATE TO UNREAL ENGINE 4.20
Target: Chapter 10 and incremental changes with every engine update (update to 4.21 is planned for chapter 11)
The engine update was a necessity to move forward with the optimization process.
All the Unreal engine features below gives us additional tools and means to enhance the performance of the game: the new Apex integration (dynamic mesh simulation), RHI/Render thread split, Epic’s mesh reduction tool & improved animation thread tooling are just a few examples.
STEP 2: CPU, GPU AND CONTEXTUAL OPTIMIZATIONS
Target: Chapter 11 and ongoing
This is the core of the work to improve the performance and the game’s frame rate.
There are many opportunities for optimization, but here are the three main pillars overarching our efforts:CPU optimizations: improving the game’s baseline systems
This is where the game world is simulated (interactions, character navigation, perks and powers). We will be converting our slowest gameplay blueprints to C++ which should, in specific cases, run ten to two hundred times faster. We are also moving from a tick-based system to an event-based-system. A tick-based system is much more demanding, as it constantly pokes the CPU to know when to trigger an action, while an event-based system can enable an event only when necessary and therefore reduce the stress on the CPU.
GPU Optimizations: Overall Graphic Optimizations
The GPU is where the game world is rendered into an image which is then drawn on the screen. The optimization actions listed below mainly affect the game’s visual representation. The objective is to render the world faster without sacrificing quality. We will be updating our anti-aliasing system to TXAA and moving the SSAO to a compute shader, simplify our shadow pass, optimize character outlines, improve LODs, slim render passes, bake more lights, use imposter rendering for specific objects (trees, grass) and more.
Contextual Optimizations: Performance Spikes for Specific Actions
We are working on optimizations that pay at any given time when you play (as mentioned above under GPU/CPU) but we also know there are specific actions and/or Killers that will need extra optimization. These are problematic cases where we see major hitches in performance. Here are a few examples: multiple characters moving in close quarters, specific Killer slow down, perks combination, etc.
STEP 3: UPDATING OUR GUIDELINES AND PROCESSES
Target: Chapter 12 and ongoing
While we optimize the existing gameplay and graphic systems, we develop better tools and methods to implement new features. When we have a new process figured out, it is documented and shared with our development team who can then apply these learnings for the creation of new content.

Our objective is to offer a better performance on all platforms, making the game look smoother and the controls more reactive. Still, doing such majors changes all at once (game engine update and rewriting game code) is bound to briefly disrupt things and require some adaptation time. We hope you understand that this is a transition period and an investment to improve the game.
Don’t hesitate to share your feedback on our forums or social media if you encounter an issue. Our objective is to keep you updated on our progress in the coming months. The upcoming Dead by Daylight anniversary will be a great timing to give you additional visibility on our progress.
See you in the fog,
The Dead by Daylight team -
I can't believe they made it worse :(
Just tested a survivor game on Mothers Dwelling and the freezes are both longer and more frequent; and I presume killer is even worse than survivor as always.
It was basically unplayable before but I was struggling though it on the hope that it would only be for a week... or 2... now I don't know if we will see a fix before the Mid Chapter patch which is just unacceptable; and I have to sit out and watch everyone else enjoying the anniversary event while I'm still not even able to enjoy the content I've paid for weeks ago :/
Really, really sad and disappointed.
Roll back the changes so I can at least play during the event with the problems from last patch, as they suddenly don't seem so bad in comparison to this mess :'(
Will upload the video shortly.
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@Cancan71 said:
I just hope when they say the reduce the graphic fidelity on Switch, it doesn't mean "We made the maps even darker than they already are." Some maps on Switch are so dark that it's difficult to see whats in front of you.
I saw this on Twitter so it 'should' be good, I think? :)
https://twitter.com/DeadByBHVR/status/1409886992578617350?s=20 -
Its not exactly what I wanted personally, but sounds like great news for Switch users!
Hopefully they do the same for base consoles too and drop the quality to give us some frames back.
Sounds like they've fixed the out of memory issue too which might help Xbox\PC people out?
Still kind of hoping when I put it on to test that it actually feels better to play on base PS4 and that it just wasn't listed as a specific fix in the notes; though I'm pretty much expecting to be disappointed and SoL for the event at this point now.
Honestly really please for Switch users though, with this update and the Tweet about crossprogression; things are really looking good for you guys unless there's something I'm missing? <3
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@onemind said:
I've just played battle feild 4 for hype of the new one and thought how can a game that's older more action and 64 people run better than this
With all that destruction going on as well!
There are way more technically demanding games, running a hell of a lot better.
I don't think the hardware being dated is a good enough reason for DbD to run as poorly as it does on low end hardware.
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Todays the day then! gulp
Anyone else nervously refreshing the forums and Twitter for the hotfix notes?
Will it be great news and an evening of happy DbD times; or will I go curl up crying in bed after another night of misery and suffering for the 3rd week running? ;')
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@TwitchyMike said:
I honestly hate this map. It was better when it was dark. Why would anyone want a map during daytime? It just doesn't fit the theme of this game at all. Either put it back to the way it was or delete it.
I'm colourblind and literally cannot see the red auras through the corn, of gens or downed people etc.
I still have trouble tracking people by scratch marks with all the crap on the floor.
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@Yatol said:
Genocyber
Cyber City Oedo 808! Maybe the Psychic Trooper?
Also have to add that there is some cultured individuals in this thread <3
Higurashi is one of my favorite anime, though I'm still to catch up with the new one.
Loved Mirai Nikki, Danganronpa, Death Note, Corpse Party, Parasyte, Anything Junji Ito, Jojo, Paranoia Agent etc.
I think the best suggestion here has to be Lil Slugger <3
Anyone seen High Rise Invasion?
I watch a lot of anime so sure there's some I'm forgetting.
Kabaneri of the Iron Fortress possibly?
Sure i'll add more as I think of them, <3 this thread <3
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Its so frustrating to be told 'we'll improve performance on older hardware' and then instead they make it even more graphics and effects intensive to make it look a little prettier on newer hardware and it actually makes the game run a million times worse on old hardware.
I knew this was going to be the outcome back when they updated Lerys with all the lighting effects and sparks; I just wanted to believe them when they said optimisaton for old hardware was important to them.
If they now turn around and tell me upgrade or stop playing, it would feel like I've been conned into sticking around and spending money based on empty words and lip service. If I'd quit back then I would've saved myself a fortune and a lot of stress playing a game that runs poorly, on the false hope they gave that they gave us all with that March 2019 update.
It just seems like the plan all along was to say they're going to address the performance issues but not actually do anything about it, until new hardware comes out and hope the majority upgrade so you never have to address the issues and the remaining minority get brushed under the rug and replaced with brand new spenders.
Edit for spelling
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I haven't played as many Nemesis lately so I feel its more to do with the performance issues atm.
Survivor they are a minor inconvenience that will mainly make you miss a skill check and occasionally get downed because of frame drops; killer however is really close to unplayable especially on older hardware.
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@SilentPill said:
https://forum.deadbydaylight.com/en/discussion/comment/2313479#Comment_2313479
Well maybe they should stop releasing killers that hit through windows and pallets so survivors actually have some sort of defense against them other than holding W.
I mean, you know windows aren't walls right?
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@gendoss said:
... on hardware that came out in 2012. DbD is such a different game than it came out in 2016, no wonder the original Xbox One and PS4 can't handle a game with textures and features made in 2021. Those consoles are almost 10 years old now, I wouldn't play on a pre-built PC made in 2012 and expect to get 60 FPS, it just couldn't happen. Console players need to understand that not every game made is supposed to run flawlessly on your 10 year old hardware. Either get with other PC players and upgrade to the newest hardware (Series X and PS5) or be happy playing a new game on your old console and not getting top notch results.
If a game doesn't run to my expectations on my PC, I upgrade, simple as that.
That would be fine if they hadn't strung us along with this dev update and roadmap back in March 2019, otherwise a lot of us would have quit ages ago.
@not_Queen said:

Over the past six months, we have allocated strike teams with the mission of improving the overall health of the game. As announced last December, we have developers working on a new matchmaking algorithm which we are actively testing and are almost ready to deploy. We are also targeting to migrate the game to dedicated servers by the end of summer 2019.
This blog post is meant to update you on the efforts put on optimization, which aim to enhance the overall game’s performance.
When we first released Dead by Daylight back in 2016, we targeted 30 FPS on our minimum spec. Up until recently, we optimized the game in bursts; for the console launch and before releasing a new Killer. We are now ready to set a new performance target: Dead by daylight will run at 60 FPS on PlayStation 4, Xbox One, and minimum spec PCs.
Reaching 60 FPS on Dead by Daylight is not an easy task. It is a multifaceted iterative process that started six months ago and will be ongoing for months. Our strike team of programmers dedicated to optimizing the game has their hands deep into the game code. To summarize, optimization improves the frame rate by using less CPU and GPU cycles to update and render the world faster without any apparent loss of quality.
See below for a high-level view of our optimization roadmap.
STEP 1: UPDATE TO UNREAL ENGINE 4.20
Target: Chapter 10 and incremental changes with every engine update (update to 4.21 is planned for chapter 11)
The engine update was a necessity to move forward with the optimization process.
All the Unreal engine features below gives us additional tools and means to enhance the performance of the game: the new Apex integration (dynamic mesh simulation), RHI/Render thread split, Epic’s mesh reduction tool & improved animation thread tooling are just a few examples.
STEP 2: CPU, GPU AND CONTEXTUAL OPTIMIZATIONS
Target: Chapter 11 and ongoing
This is the core of the work to improve the performance and the game’s frame rate.
There are many opportunities for optimization, but here are the three main pillars overarching our efforts:CPU optimizations: improving the game’s baseline systems
This is where the game world is simulated (interactions, character navigation, perks and powers). We will be converting our slowest gameplay blueprints to C++ which should, in specific cases, run ten to two hundred times faster. We are also moving from a tick-based system to an event-based-system. A tick-based system is much more demanding, as it constantly pokes the CPU to know when to trigger an action, while an event-based system can enable an event only when necessary and therefore reduce the stress on the CPU.
GPU Optimizations: Overall Graphic Optimizations
The GPU is where the game world is rendered into an image which is then drawn on the screen. The optimization actions listed below mainly affect the game’s visual representation. The objective is to render the world faster without sacrificing quality. We will be updating our anti-aliasing system to TXAA and moving the SSAO to a compute shader, simplify our shadow pass, optimize character outlines, improve LODs, slim render passes, bake more lights, use imposter rendering for specific objects (trees, grass) and more.
Contextual Optimizations: Performance Spikes for Specific Actions
We are working on optimizations that pay at any given time when you play (as mentioned above under GPU/CPU) but we also know there are specific actions and/or Killers that will need extra optimization. These are problematic cases where we see major hitches in performance. Here are a few examples: multiple characters moving in close quarters, specific Killer slow down, perks combination, etc.
STEP 3: UPDATING OUR GUIDELINES AND PROCESSES
Target: Chapter 12 and ongoing
While we optimize the existing gameplay and graphic systems, we develop better tools and methods to implement new features. When we have a new process figured out, it is documented and shared with our development team who can then apply these learnings for the creation of new content.

Our objective is to offer a better performance on all platforms, making the game look smoother and the controls more reactive. Still, doing such majors changes all at once (game engine update and rewriting game code) is bound to briefly disrupt things and require some adaptation time. We hope you understand that this is a transition period and an investment to improve the game.
Don’t hesitate to share your feedback on our forums or social media if you encounter an issue. Our objective is to keep you updated on our progress in the coming months. The upcoming Dead by Daylight anniversary will be a great timing to give you additional visibility on our progress.
See you in the fog,
The Dead by Daylight teamIt took a long time to get to the point where they acknowledged the problems and talked about improvements, and instead overhauled the graphics to give the new hardware a better game while forgetting about the at the time current gen; they just stopped talking about that roadmap and people started telling us to upgrade instead.
No one is asking for console optimisation to drag down newer hardware, but adjust the game on old hardware to run on lower settings like you would on PC; lots of console games come with a standard and pro mode to better work on each hardware.
Not only would these sort of changes massively improve the console experience, but would also free them up to do more things with the newer hardware without having to think about it running on a base console; just remove or minimise some of the more demanding non essential effects as you would trying to reclaim FPS on a PC game.
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@Plu said:
Thanks, switching from PC to console definetly is rough, you get spun so easily because joysticks sensitivity is incredibly weird in this game, it's like the game has a huge base stick deadzone with a really sensitive aim acceleration that mess you up for the slightest movement.
The random stutters makes it incredibly worse especially for me who's trying to learn Demogorgon.
Some sort of controller aim acceleration options like other games would be nice but I'm waiting for some optimisation for consoles before I start asking for other QoL things :')
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@Edgars_Raven said:
https://forum.deadbydaylight.com/en/discussion/comment/2311028#Comment_2311028
Yup. Every killer ive played has frames drop hard when using power, ive even had it happen when someone stepped on a trap across the map. Even just a basic attack can give drops. Lord help you if they have dead hard. The game loses its mind
Yea Legion in particular is punishing as it freezes when you go to hit and if you miss you totally lose the power and get stunned :')
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@TheClownIsKing said:
What if we had a Drag Me To Hell chapter? (Very funny film)
The Survivor could be Christine Brown, ending up in The Entity’s realm upon being dragged to hell, and the killer could be The Lamia.
Absolutely love that movie; not sure how they could implement Lamia as a killer though?
Christine is up there with Ash as one of my favorite leads <3
If anyone hasn't seen it yet I definitely recommend it +1 :)
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@Madjura said:
https://forum.deadbydaylight.com/en/discussion/comment/2310755#Comment_2310755
When you select Nemesis, in the menu where you can also level him and so on, during his idle animation he sometimes takes out his tentacle. Does it freeze then too or only in-game?
If it happens there too it could indicate that the problem is maybe related to the animation of the tentacle or something, and not so much code that is executed when he takes it out in-game.
Its not just Nemesis; taking out Victor as Twins causes it, sometimes when dragging Pyramid sword, Ghostface using power whether stalking or not etc. Definitely its something affecting all the killers in various degrees of severity, and in turn that seems to cause survivor frame drops also.
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Honestly I feel the same about the Road to 60FPS plan outlined in detail in a dev update March 2019.
Now here we are June 2021 over 2 years later the game runs worse than ever and they never mentioned it again; with questions about it deleted from the Q and A threads.
I wouldn't hold your hope out for even a 'sorry we weren't able to do it'; though I hope I'm wrong. I'm dying to get my 1k+ hours of progress off the PS4 version myself.
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Fun is completely subjective and what is fun for one side is not necessarily fun for the other.
I hate going against SWF, flashlights and all the stun perks but I just accept its part of the game and if I really found it that 'unfun' then I would just have to play something else.
I love playing against Spirit and the stealth killers but not the chainsaw ones, and as much as I kind of hate Hag\Trapper I also kind of enjoy the uncertainty these killers bring.
I think the most 'unfun' thing I can imagine is if all killers end up homogenised and feel the same to play against; running pallet to pallet. I like to have to adjust my playstyle depending on the killer I'm playing as or against.
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@Ruma said:
https://forum.deadbydaylight.com/en/discussion/comment/2308531#Comment_2308531
Which time? It takes 5-10 minutes for survivor for me and killer is almost instantly. Also EU.
This has always been my experience too, instant killer games and a few minutes for a survivors match solo or with friends.
I'm EU PS4 with crossplay on and the only time the queue times sort of switch is really early morning like 4am the games are really long killer wait times and either top or bottom ranked players when i'm around rank 10, and survivor a couple of minutes at that time but the killers tend to be high or low ranked again.
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@JPLongstreet said:
https://forum.deadbydaylight.com/en/discussion/comment/2306963#Comment_2306963
Ahhhh complete recode! Kinda our Holy Grail of sorts.
I believe they have a 7 year plan for the game. With just two years left, it seems to me us on the older consoles have been left way behind and forgotten, and will wither away by attrition.
That doesn't make sense to me, as something like 85% of PS and Xbox players are still on the proir machines, and altogether console outnumber PCrs now. But there it is.
Some around here question whether they even test changes on the consoles before releasing them. Certainly if they do it isn't thoroughly enough.
I'm giving them the benefit of the doubt here, that internally it isn't passed around their offices the knowledge a change or patch will worsen console performance but is approved for release anyway. I pray that doesn't actually happen.
It also is getting harder and harder to hold out hope for much better days to come for us consolers and this game we fustratingly love.
This is my worry too, that they will turn around and pull a Cyberpunk ‘for the best experience we recommend you play this on a Pro or PS5’
It took years of complaining about the state of the game to get the Road to 60fps announcement and plan; and now it feels like it was just lip service and empty words to give us hope so that we keep playing and spending money through the poor conditions, until we end up here at breaking point where they realise that adding all the new content and updating graphics/effects before optimising the game for the hardware they specifically talk about in the March 2019 dev update and the hope will be that enough of the playerbase will move to a new format (even without cross progression) to offset any players lost.
I’ve played since PS4 launch (Huntress was brand new and free DLC) and stuck with the game as things got worse performance wise.
Just as things were getting so bad I was thinking of giving up the Road to 60fps was announced and my hope was rekindled; I stuck around and bought every DLC, feeling that someday things would improve massively. Next patch, no next patch, mid chapter patch; this hotfix will be the one. But nothing happened and if anything things got worse.
Now it’s sad being here and to just be told ‘buy new hardware’ when nothing suggests that the new stuff will be treated any differently.
I’d love it to get to the point where they have to do a huge health and optimisation update, but sadly I feel it’s more likely to be told to just uograde with no mention of the 2019 update or at most ‘sorry it wasn’t possible’ and it would break my heart :(
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@bm33 said:
https://forum.deadbydaylight.com/en/discussion/comment/2305214#Comment_2305214
I'd be all for them taking extra time for console before releasing new content but because of crossplay they need to put new content out at same time on all platforms. 😔
Do you really though? Especially when most of the time it’s broken in some way, or at least makes the base game unplayable.
if they released Nemesis next week on console specifically optimised for console, then we would be able to play the regular game normally like we were until the patch broke everything.
This is the worst of both worlds as not only does the new content we paid for not function properly, but it also broke all the old killers etc so we can’t even play the content that was at least functioning.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2304997#Comment_2304997
I think it's on high, not ultra. There are a lot of missing effects from PC's on Ultra.
I think you may have mentioned before, but lowering some of the particle effects etc should go a long way to improving overall smoothness and stability.
I'm thinking about those fire barrels or how the new pallets\walls shatter into tiny fragments; I would take some simplified effects of graphics in certain cases if it meant performance would increase. I would think this would be something done for the Switch version at least, where some small sacrifices in graphic quality would compensate somewhat for the hardware limitations.
I would even wait longer for the new content after it has released on PC and can be modified to work more efficiently on consoles, maybe even by a separate small team dedicated to console QoL; some small changes would make an enormous difference.
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@Darkskies said:
https://forum.deadbydaylight.com/en/discussion/comment/2303420#Comment_2303420
This is what I keep saying it's not just a nemmy issue exclusively it's an all killer issue I have got frame drops when I played pig lol
It seems like they fixed the survivor side from what I saw of the matches I played of things but playing killer is a different story , did you do the software update bm33?
Twins is really bad for me, Ghostface isn't as bad and I presume its because of having a simpler power; I wasn't stalking though really.
I feel map plays a part in it as well with some locations being worse than others; Yamaoka is severe but I had a game or 2 on Suffocation Pit that didn't seem as bad.
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@Cancan71 said:
From my experience on Switch, at least the crashes have stopped. The frame drops and the very dark maps are still there.
Does anyone else play on Switch? If so you must know that some maps are so dark you can barely see anything. I saw Ardetha's video on Switch and he did a comparison between PC and Switch. The difference between them was literally night and day. :p
I knew things would be bad on Switch with my own experience with the game on a base PS4 since launch; but I didn't realise how severe it was on Switch until I saw that video :(
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Thread should hit 60 pages any time now <3
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@Hel24330 said:
I really don’t understand why they don’t add a performance mode vs a resolution mode for consoles. I couldn’t care less with detailed particles or textures over a better framerate.
Let players decide which mode they want to play this game with. Considering the PC options (low res, stretched res), it wouldn’t be unfair to have these two modes for console players.
And please remove the uncapped fps and the useless fog effect in the main menus. Our consoles can’t deal with it properly...
THIS! Even the original Nioh had a performance vs graphic options which allowed even base PS4s to choose to make the game run in 60fps with simpler graphics, or 30fps with more detailed environments etc. It was released 2016\17 iirc.