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DarKStaR350z

DarKStaR350z

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DarKStaR350z
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  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2297696#Comment_2297696

    Considering they have to release updates 3 weeks in advance to go through certification, I think i may have a slight idea.

    I wonder how other console developers manage to release games in an acceptable condition and then patch them while being held to the same conditions as other developers for the format?

    Thankfully games like Anthem, Cyberpunk and Fallout are outliers and ridiculed for it.

  • @Mandy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2295595#Comment_2295595

    Right now we don't have an update to the message I'm afraid. It's something that's being actively worked on but I can imagine that it's not something easy to implement quick (also I'm not a tech person in that respect).

    When we do have something to communicate with regards to the performance issues that have affected players since the last release we will.

    Thanks very much for taking the time to reply; although it wasn't the news I was hoping for, just the response means a lot and is extremely valuable to me <3

    Edit as I've just read further about that there IS a hotfix tomorrow, which is a really nice surprise and hopefully it might make things a little easier *fingers crossed* Thanks again for the responses though, very much appreciated! <3

  • @Damarus said:

    I mean, I don't expect them to solve this soon. After all, they didn't even bother to make it so trophies unlocked on a PS4 carry over to an eventual PS5, meaning you'll have to unlock all of them again. And there is not a single chance in hell that I am going to get Evil Incarnate again. Can't expect them to solve this fast, either.

    I totally get the frustration with that (I want crossprogression as my progress is stuck on PS4), and hopefully they will sort it asap; but these are more serious gameplay affecting issues, just take a look what playing killer is like on a standard base PS4 right now:

    https://www.youtube.com/watch?v=Np7U8EddFAM


  • @UncleStabby said:

    Does anyone know if there are any updates on the PS4/Other Consoles' freezing issue? Are they working on it? Do we have a projected fix release date? I miss playing Killer.

    No, nothing.

    Almost a week ago there was a banner at the top of the forum saying they are 'actively looking into it' and 'thanks for bringing it to their attention' (lol)

    Nothing since then, not even a forum comment; and all the social media is business as normal with no mention of this massive issue affecting thousands of players, just the usual positive promotion you expect from companies during such a catastrophe when they have already got your money.

    For me, its not even so much about how long it is taking to fix; but the lack of communication at all. I would feel a lot better if they told us a week ago that a fix would not come until next week or so, than I would if a fix came tomorrow after a week of deafening silence.

  • Sorting through a few recordings myself for games that give a good example of the problems atm.

    This is my experience on a standard base PS4.

    https://www.youtube.com/watch?v=Np7U8EddFAM

    Please forgive the poor gameplay and mechanics; I was just trying to test the power in chase and this was my first game of the day.

    Its actually painful to rewatch.

    I've been experiencing this for a week now, not including the problems that were already there before this new update.

    I'm a massive Resident Evil fan, got caught up in the hype and this experience is a punch in the gut.

  • @Hoodied said:

    To make the daily have better terms

    ”hit tier 3 mutation as nemesis in 4 games”

    This is a 30k BP challenge

    1. why is it so long to get a reward that I think cannot even level you up once
    2. why is it worded so poorly originally by using the term maximum, do you mean for every tier up or tier 3?

    DBD’s grind looks like it is getting even worse now....

    If their is any errors I made I am blaming it on the fact that I have 2 hours of sleep and have done really stupid stuff all day

    So I heard that this Nemesis daily suggests that the power we have on the live version was actually supposed to be different and that it looks like you would fill the power and use it only to need to level it back up to use it again; possibly in a completely different form to what we have now.

    Very interesting and hopefully they will talk about it in the next Q and A or dev stream.

    I don't for a second think that this is a deliberate difficulty increase though, and that this is the only daily you are expected to get over multiple games.

    I would expect it to be changed to something along the lines of 'hit a survivor with mutation level 3 - Tentacle Strike, 4 times'.

  • @ill_Boston_lli said:

    Thoughts on gen speed? I am on the fence about it. I am super curious so see this discussion.

    Doing gens is boring so I don't think making the time longer is the answer to short games.

    As some others have said, mop size is a huge factor as its impossible to pressure gens that are so far apart they can be completed before you can walk the distance to them.

    I think either making maps a little smaller or at least adjusting gen spawn logic so they spawn a little closer to the center of the map would be a huge help, and leave the outside of the map for survivors to run to and loop.

    Other changes could be making the gen locations less safe\more risky, such as not spawning one in the middle of 2\3 jungle gyms; I think you should feel vulnerable while working on gens but have options to run the killer to for a chase if surprised.


    I do agree with adjusting the killers base kick a little too, atm it takes a couple of seconds to kick a gen to start it regressing, and a survivor has to tap it for a frame to stop that regression; add to the fact that regression at base is 4x slower than a survivor and its almost not worth it to kick gens when it takes say 40 seconds to regress 10 seconds of a single survivor on a gen.

    I would add small base regression to the basic gen kick, like less than 5% or something, anything! And I would add a short 0.5\1 second action bar similar to using a map, before reverting regression and progressing the gen when a survivor interacts with it, just to slow down the tap which undoes the regression.

    I don't think these small changes would be difficult to apply using what we currently have in game, and even though they seem tiny changes I'm sure they would make a massive difference without massively impacting things.

  • @MeltingPenguins said:

    Been thinking about which perks are generally easily exploitable for either side, and I get the feeling (feeling, not fact) that licensed chapters have a much higher chance to bring a 'broken' perk than original chapters.

    While sure, it was blight who brought us Undying, and trickster who brought us Starstruck, the licensed chapters brought us DS, OoO, BloodWarden, BBQ, FD and now Lethal.

    and while all these perks fit with their lore... they are pretty easily exploitable.

    I still haven't unlocked the teachables for Demo, Freddy, Ghostface etc; there are loads of terrible licensed killer perks I just don't want polluting the bloodweb of other killers i'm still trying to unlock the handful of usable\relevant perks for.

  • @Canas said:

    Pretty much every single killer has a daily ritual which can be cleared within a single game if you're good enough, Nemesis' mission however is literally impossible to do without playing him at least FOUR times.

    And what's the reward for doing that? A measly 30k bp, now that's simply a scam.

    https://us.v-cdn.net/6030815/uploads/4W22P42Y4RI7/daily-ritual-scam.png

    EDIT: I strongly suggest changing the mission to something like hitting infected survivors with your tentacles 4 times. That'd be at least fair.

    Some people have said that this suggests Nemesis power used to work differently to how we now have it; hopefully they might talk about it when they do the next Q and A or Devstream.

  • I would be happy if there was an option to drop the quality for better fps on the base consoles, and have ultra for a ‘pro mode’ or even next gen only.

    Not only would this help the performance of older hardware; but it would also give them more room when designing the game knowing that they aren’t restricted by the need for ultra settings to work across all sorts of varied hardware quality.

  • @Northener1907 said:

    What are you thinking? What is reason of rates? Lets discuss.

    Killers are so op? Maps are unfair? Generators are slow? Survivors are bad? Killers are so good? Or something else?

    Because after all the gens are done and the exits are open, if a killer manages to get just 1 hook; the other 3 will often throw their lives away trying to get that 4th person out as well, rather than just leaving :)

  • Same, even with colourblind settings I can't see generator auras when looking across the corn, let alone anything else.

  • @Bluebird said:

    https://forum.deadbydaylight.com/en/discussion/comment/2289547#Comment_2289547

    It's not simply "Buy new gear", it's BHVR making DBD's code the equivalent of spaghetti due to them not thinking DBD was going to be successful (they admitted it at one point, don't have a source though) and not wanting to/being able to fix it. They need to pull a Hide or Die, shut the game down for 2/3 months, rework the entire game and fix the code, then re-release it (as the same game of course). Either that or pull and Overwatch 2 and make a new 'version' of the game where all your stuff transfers over, but it's reworked from the ground up with better graphics and code.

    *I say this in the sense of *if they want to fix the code*, not *I want them to do this*.

    I can't understand why they wouldn't keep the current version running as is and pass a copy of everything to a separate team to rebuild\rewrite it all, and then swap over once its all tested.

    I can only assume that the problems arise because of the game being kept live while parts are done at a time and there's always weirdness with it trying to all work together.

  • I just use the in game pip system; I can't feel like I've won if the game tells me I've lost; no matter what win condition I may make up myself

    People say there is no defined win condition, despite the pip system being just that; as broken and messed up as it is.

  • @Luciferr_2nd said:

    Here's my contribution:

    With over 52 pages and 1.5k comments and no dev communication, i have finally decided to contribute with clips.

    The bad thing is, is that it wasnt hard to get these two clips, all i had to do was play a killer match :(

    https://youtu.be/_Zf__3Nr8ec

    This is the definition of pain <3

    How has there not even been a response to the FPS issues mentioned in the forum banner in days, let alone all the problems this thread was about before this patch really messed things up.

  • A Ping system similar to Apex would be nice but a lot of work.

    I think making things like Bond, Empathy and Kindred in some form or another baseline would be a great start to bridging the gap in information between solo and swf.

    Something like all survivors see all other survivor auras anywhere on the map and they change colour when injured.

    Some of the weaker killers would need a little love at the same time too ideally though I feel <3

  • @En3ermost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2280820#Comment_2280820

    Paladins. DbD's nothing compared to that game. Nothing.

    Isn't that Free to play?

  • How has no one mentioned how much Oni’s menu and chase music slaps hard!?

    Those drums!

  • I had to laugh when an injured Meg bot walked up to the gen I was doing and rather than jump on and finish the last bit with me, stood there teabagging until I healed her :’)

  • PS4 UK here, played the killer bot game and after ending got:

    Sync Error - An error occurred while synchronizing game data with the server - Error Code 410 - Has my Player ID - Timestamp 2021.06.16-20.52.13

    Now getting No Network Connection and can't get off the title screen.

    Network Test comes back fine and PSN reporting no issues afaik.

    Hope this helps.

  • My suggestion to remedy this would be to only have the 1st tier of the perk show up in the bloodweb, and once you have it unlocked you can spend bloodpoints to tier it up to 2 and 3.

    This way it wouldn't impact the overall economy but allow you to focus on the perks you wanted more.

    You could even tie some simple challenges to them such as to tier up Empathy you might have to heal 3 survivors and once the challenge is complete you spend some BP to level it up.

  • @Laluzi said:

    Eh, at least it means they noticed. My hopes for timely fixes aren't exactly thriving, but it's better than the "Problem? What problem? I don't see a problem." school of community management.

    I mean the real question should be how could they not notice before it went live?

    60 seconds in a match on any last gen console would have been plenty to show how broken it is atm.

    After the last few times why are patches still not tested on consoles before release?

    Just 1 person in a room with an old PS4 and 5 minutes of time could not have missed problems of this magnitude, so I guess I have to wonder if they know how bad it is when they release it anyway because rather us have a broken game for days\weeks\months\years than delay the release until its actually polished and ready.

    Either way - Not testing patches on the format you are releasing them on, or releasing it anyway despite knowing; it really sucks and keeps happening.

    Hell I'll buy the company an old console for next to nothing and ship it so they literally just have to sit someone down to play for a minute or 2, just please no more :'P

  • Each patch bringing us ever closer to our destination on 'The Road to 60FPS' kappa

    Status Update | Optimization — Dead By Daylight

  • I imagine if the killer pipping system was as generous as the survivor side then less (not all) would take 3k and a pip to save everyone a load of boring time; its equally boring looking around for survivor who doesn't have to expose themselves as it is to bleed out surely.

    The way the system is and has been for too long is that sometimes that last kill can be the difference between a depip and draw or draw and pip sadly; its a pretty bad feeling to end with a depip or draw when the only way you could've realistically done better was getting another hook or 2 but the last survivor gets a free hatch escape at full points while denying the killer Sacrifice points which are needed to rank up, while survivor doesn't need the escape to rank up.

    I don't do it and don't particularly enjoy it being done to me, but I have to grudgingly empathise with why they might be doing it.

  • @bm33 said:

    I'm on ps4 and the performance is horrible. It's as bad as last fall when the game was unplayable after one of the patches. Please BHVR fix this BEFORE the anniversary event.

    Is it just against Nemesis or the new map etc?

    Or anything is causing it to be that bad?

    Still waiting to see before I waste money on something that doesn’t work but this was my fear.

  • Honestly just a small 0.5-1sec interaction bar would be fine; anything to stop it undoing regression in a frame or 2.

  • One of the worst imo is the first survivor node that you have to take ‘unhook 20 survivors’; as this results in everyone not doing generators and crowding around an injured teammate about to go down like vultures, fighting to be the one to get the save the second the killers back is turned with BT so they get a safe unhook even if you get tunnelled out the game :’)

    Challenges like these can be completed in regular play; but the fact you can only have 1 active at a time leads people to focus on the challenge, even at the cost of regular play; and in the worst cases encourage actually damaging behaviour such as farming your team mate on the hook or hiding all game to escape without being hooked at all etc.

  • I heard that there was a planned Iridescent Nemesis addon planned that added an extra zombie, but that it had to be scrapped because of technical limitations.

    This makes me worry about how the console version will perform with zombies on the maps given the problems we already have.

    I’m really excited for this DLC so I hope I’m not disappointed and it ends up making the game worse or even unplayable like the 2020 Halloween event.

  • Not going to tag to avoid notification spam, but thank you so much for taking the time to make that video talking about the issues <3

    I agree and would be much more happy with a stable 30fps that we can at least get used to with practice but the inconsistency and choppiness is a killer right now.

  • @IronKnight55 said:

    It's best to just upgrade to the newest consoles or buy a very good PC (that's what I did). Optimization probably isn't going to happen on toaster

    computers or old consoles.

    This isn’t a reasonable solution though when the reason a lot of us hung on playing this mess in the hope it will be fixed, is because of the dev update from March 2019 linked in this thread that outlines a very detailed plan to get to 60fps on base consoles and low end PCs.

    After 2 years of waiting and spending money on the game, to now be told to suck it up and buy a new machine that wasn’t even announced when they told us their plans for the base consoles just isn’t acceptable.

    Whats worse is that the devs themselves aren’t telling us that, they are completely silent and have not commented on wether they have given up or not.

    I think after all this time we should at least be able to get an official comment.

    60fps sounded impossible when they announced it in 2019 and now it seems like it was just hot air to trick us into sticking with and supporting the game despite the mess it’s been in the whole time, knowing that by the time people got frustrated with it there would probably be new hardware out and if half move to that and half stop playing; there are always new players to rotate in to replace us and our years of fighting to get attention on the issues acknowledged is for nothing and makes us look like suckers.

    It took ages to even get to the stage where they acknowledged the issues and announced the ‘road to 60fps’

  • @TheClownIsKing said:

    Here’s my guess as to what happened, and what the problem was.

    I don’t think they ever intended to do intensive optimisation for PS4 or XBONE, beyond minor tweaks and bug fixes.

    I think that every time they publicly said they were optimising for console, they specifically meant PS5 and Series X/S. And technically they could say that without it being a lie.

    I think they were banking on a much greater transition of the PS4 and XBONE DBD player base to the new consoles, expecting only ones that wouldn’t would be those that can’t budget for one.

    The problem they never saw coming (again, just my theories) was the extreme shortage of supply of the new consoles, leaving a great deal of DBD players having to still play on PS4 & XBONE, even though they’d willingly buy a new console in a heartbeat if they were available.

    So they now have a conundrum where they banked on not needing to invest more time and finances into more intensive optimisation of the older consoles, because “why? so few DBD players will be playing on those consoles within 6 to 12 months.” only to now realise many of those players are now forced to play DBD in those older consoles for probably a much much longer period of time.

    @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

    This is from way before the new gen consoles were even a thing, they were specifically talking about PS4 and Xbox; even the Switch version didn’t release until later 2019 iirc.

    If it wasn’t possible to achieve I can understand as it sounded impossible to achieve 60fps back then, but the silence on it is frustrating; I just want to know if it is still being worked towards and if not what went wrong.

  • @onemind said:

    So now that we have an idea of what the problem is now what

    And also if everything is loaded on the killers side then why dose using dh eat me deadhead

    From the explanation it sounds like all the status effects for every killer, survivors and perk are loaded together and I imagine that stutter when you get hit with Sloppy Butcher etc and the game locks up for a second or so, is that delay they talk about while the game finds the right status effects in the list of them all to apply.

    Exhausted from DH is also on some killer addons so would definitely be in that huge list it seems, plus throw a little latency in there too and it probably explains ending up on the floor but exhausted after using DH :’)

  • @OopsAllHexes said:

    https://forum.deadbydaylight.com/en/discussion/comment/2260140#Comment_2260140

    They really need to use that "over 300 team" to slowly rewrite the gameplay code as they develop further. This is just going to take longer the more it's put off.

    And all this while they’re adamant on adding new content without any sign of slowing down to focus on something like this that many would argue should be a much higher priority.

    Like with the lack of new maps while they updated the old ones, I would be fine to go the same sort of time with fewer or no new perks/killers/survivors while they rewrite everything; I’m sure it would be worth it in the long run.

  • Bit late spotting this thread but this has bothered me for years, I’ve been playing since PS4 version release when Huntress was the newest killer.

    The Road to 60fps silence and lack of colourblind options led me to stop playing before the Twins were announced, and I haven’t played again until recently due to being more put off by the Twins/Trickster.

    Only recently have I played a few games due to actually getting a little hyped about the Resident Evil reveal and am still running into the same problems like many of you describe; killer especially is so choppy at times it severely affects gameplay to the point of frustration.

    Couple that with matchmaking which despite me not logging into the game for over 1 year, only reset my rank from 5 to 9; and I am now deranked to 11 because every game I am matched with a team of red rank survivors who I can only presume have been waiting so long that I am being thrown to the wolves.

    Some other events recently have severely affected my will to play or support the game despite the DLC looking pretty cool; but some sort of closure in regards to the Road to 60fps and what happened, would go a really long way to put my mind at rest.

    Not sure if already linked but this is the dev update where they outlined the plan to get base consoles and low end PCs to 60fps (which even at the time sounded impossible!) and this was back in March 2019:


    @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 believe there is a minimum distance you must be within to the killer for it to work, there is an addon or 2 iirc that reduces it even more so you have to be even closer to the killer for the reveal mechanic to start activating.

  • Any 115% speed killer with Nurse Blinks, on Freddy it would be pretty mad

  • @AChaoticKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/1758384#Comment_1758384

    omg they were made literally years after dbd came out on xbox and such.

    its not easy at all to reconfigure an entire system to be optimal every time they slightly improve a platform

    the devs literally have to mess with THOUSANDS of lines of code, if you haven't done programing you wouldn't fully understand the scale of changes and bug testing needed to do what you want and now they have to make sure it works on multiple platforms each with their own performance issues and such so there is no standardising the code to fit each platform.

    its one of the reasons in the update logs we have separate ones for each platform.

    @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

    March 2019 this dev update and roadmap outlined a detailed plan to bring low end PCs and consoles to 60fps.

    We’re coming up to 2 years later and they don’t mention this anymore, they haven’t said they stopped working on it or it was impossible.

    Last we heard this was the update we were getting over time and now a lot of us feel like mugs for supporting the game over all the years expecting something like this and then being thrown away after taking so long that a new generation of hardware is out.

    People have every reason to be expecting these things that we were told to look forward to, and people have ever reason to be upset and disappointed to be told to suck it up and just buy a new console because they never did what they said they were doing with the old consoles.

  • @MrPeterPFL said:

    https://forum.deadbydaylight.com/en/discussion/comment/1753928#Comment_1753928

    As someone who was a QA Tester who tested colour mode for many games, I can answer this (it’s a really long answer).

    I myself am Protanopia, we cannot differentiate the colour Red and Green. Anything related to Red in this game is difficult to see.

    The easiest option is to use a filter that replaces every RED AURA to WHITE or YELLOW.

    HOWEVER! Dead by Daylight is not like most games, it’s a horror themed game which replies on a DARK atmosphere. White on a dark background is much clearer than Red, info is way more brighter and clearer. Scratch Marks are now BRIGHTER and WHITE, blood marks on the floor are BRIGHTER and WHITE, Aura reading perks like BBQ are BRIGHTER and WHITE etc.

    And this is just one colour blind type, with Tritanopia being complex, Behaviour “may” have to change landscapes which “may” make players more visible.

    This is a term called “competitive advantage”. Other games have this issue to like:

    Fortnite: Non colour blind gamers see through the storm more clearly.

    Overwatch: Non colour blind gamers see their allies highlighted Yellow and the enemy SUPER bright.

    Even though this is small, it’s still a “competitive advantage” which is classed as cheating.

    Most games have colourblind settings, even competitive games like CoD; sometimes it only changes the hud elements and sometimes it affects the whole game world.

    CoDs I believe affects the whole game world so you can actually see camouflaged soldiers in grass like everyone who is not colourblind can.

    Apex I believe only affects hud colours so I can tell the blue and purple armor apart from each other.

    I haven’t played Overwatch for a year or so but I have put a hell of a lot of time into it and I could swear it does have very good accessibility options including colourblind settings, as like you say colour is very important in that game.

    Ive struggled playing DbD with colourblindness since console launch and just accepted I was at a disadvantage but loved the game so much I put up with it; with the recent map changes making things darker and with all the new grass/ground clutter it’s never been harder to follow a person that was right in front of you a second ago.

    Ive had to take a break as I can’t do it anymore, it’s seriously frustrating to lose games due to something I have no control over, and especially pronounced with how hard killer on console is where 1 lost chase can cost you the entire match.

    If I was on PC I could use the Nvidia thing that some of the Fog Whisperers use to make the game look different, but on console I have no other option but to suffer through it.

    I can’t understand how I’m punished and excluded for being born with this issue because people might use it to gain and advantage by seeing the scratch marks they are literally supposed to see, while the official game representatives are allowed to use the Nvidia options to literally make everything brighter and easier to see therefore gaining a competitive advantage.

    If I have to suffer, why don’t they?

    If they can make the game look different when they don’t ‘need’ to, why can’t I when I do need to because of my colourblindness?

    As a colourblind console killer I really feel like a minority of a minority of a minority and that my issue is never going to be ‘important’ enough in the sea of other things being worked on or asked for.

    Killer is hard, lack of controller options like acceleration make it harder, low FPS makes it harder, and then being colourblind makes it harder again; it’s just too much and I feel it would take some of these issues being addressed for me to be able to pick up and enjoy the game on the same level as everyone else again. Until then I can’t touch it for the sake of my mental health.

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/1747435#Comment_1747435

    Ok, I stand corrected, and apologise. Perhaps, try as they might, they simply didn’t have the time, resources, and capacity to both prepare for next gen, and implement such optimisation for current gen, or it’s simply not possible.

    Who knows, now that PS5 and Series X/S versions are finally released, they might revisit optimisation for PS4 and XBONE, because there is bound to still be a significant portion of the DBD player base using those consoles for the next 12 to 24 months.

    The frustrating thing is the devs don’t talk about or acknowledge this at all anymore.

    Ive had my questions deleted from the Q and A threads about it, they ignore comments about it; and haven’t talked about or addressed it at all.

    I would be disappointed but at least have closure if they said they encountered problems and the goal was too ambitious to achieve or something, or even that they are still working on it or not, but they won’t mention it at all. It really feels like being swept under the rug and forgotten about and with the new consoles and PC issues taking most of the attention it feels hard to not have enough clout as a small section of the playerbase concerned by this to even get anything from the devs about it. If this was something that affected the larger market then this silence wouldn’t be accepted and enough of a fuss would be kicked up that a response would be given in some way to placate everyone as opposed to being ignored and deleted. :’(

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/1745537#Comment_1745537

    They never said current gen. They simply said they were working on console optimisation. It was always ambiguous.

    This is from the very top of the Road to 60fps dev update from March 2019.

    “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.”

    The article is here:

    https://forum.deadbydaylight.com/en/discussion/49456/optimization-status-update-road-to-60fps

  • Totally not supposed to be a baby though

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1744836#Comment_1744836

    There's always room to optimize. Until they're coding and creating a graphics engine with assembly, that will always be the case (not that I actually condone that given the amount of knowledge and resources required to make any update).

    But yes, given that there are far less reports about PS5 than XBOX that's great news!

    Still waiting for this after all the engine optimisations, coming up to 2 years now.

    https://forum.deadbydaylight.com/en/discussion/49456/optimization-status-update-road-to-60fps

  • Playing devils advocate here, but by the rationale used here, is everyone also ok with anime characters who are drawn to resemble underage children being in graphic sexual situations because a little bit of text on the back of the book/dvd, or an occasional comment from a character, say that they are 200 years old despite looking 7?

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/1735336#Comment_1735336

    The base Xbox One and PS4 run CoD: MW at 45 FPS consistently.

    DBD looks nothing like MW, there is zero reason DBD on Console can't hit a STABLE 30 FPS.

    The March 2019 dev update and roadmap outlined a detailed plan to get consoles and low end PCs running at 60fps, but it’s not talked about now nearly 2 years later and we still can’t even get stable 30fps.

    https://forum.deadbydaylight.com/en/discussion/49456/optimization-status-update-road-to-60fps

  • The Oni chase music absolutely slaps <3

  • I definitely think DbD should include more basic controller options such as acceleration ramp and things like dual zone so you don’t have to sacrifice accuracy to keep up with sharp survivor movements etc.

    These are common features in lots of other console games.

    I really feel DbD would benefit from a person or team dedicated to console QoL, optimisation and format specific issues; as these small things that would make a huge difference get lost among everything else.

  • @DragonMasterDarren said:

    https://forum.deadbydaylight.com/en/discussion/comment/1720635#Comment_1720635

    i am rather on the fence about the whole thing but whenever someone says "ugh Springtrap is such a baby character" i have to remind them that 1. He's a child murderer, 2. He's trapped in eternal pain and agony, 3. his spirit is trapped in hell and is doomed to suffer for eternity and 4, His death sounds like this

    https://youtu.be/PMp8NQjWXjs

    Baby character my hide

    I’m sure that’s scary if you’re not yet a teen, but it’s hard to take seriously and not find it funny.

  • You are not alone in feeling this way <3

  • @kolosovski said:

    No need to announce that you're leaving, just leave. Also crossplay is not a problem, the problem is you.

    How is OP the problem and to blame for being rank 10 matches with red ranks?

    Turning crossplay off lowers the amount of people it can match you with so turning crossplay off make the situation described even worse.

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