dbdgamer123
dbdgamer123
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- dbdgamer123
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@lexihvh said:
https://forum.deadbydaylight.com/en/discussion/comment/1962432#Comment_1962432
Once again, I never said the code has something to do with graphics...
Anyways I am not opposed to the idea upgrading is always good, the thing is I know they won't give a sh1t so why bother :shrug:
Perhaps even if they do they'll break something idk maybe when opening chests
or maybe accidentally nerf pig
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@MeltingPenguins said:
better dps on highend machines or low end?
Overall better performance.
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@lexihvh said:
https://forum.deadbydaylight.com/en/discussion/comment/1962352#Comment_1962352
Literally never said the shadows were coded... SMDH
You didn't point a single thing to counter my arguments yet
How old are you if you don't mind me asking?
Well yes i did. You can easily bypass the 120 fps cap, and the devs "junkcode" doesnt have much to do with graphical optimizations, thats more on the CPU, and they also need some optimization in that part. The game is still heavy CPU bound to the world rendering thread, which they really need to split onto more threads. So you're kinda right that their code should be optimized better, but that wont effect GPU performance much.
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@Shirokinukatsukami said:
Why don't you apply for a job at BHVR and add DLSS 2.0 to the game. It's easy so you can do it. I believe in you.
Because i personally dont want to work at BHVR. It's that simple.
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@Shirokinukatsukami said:
So easy. Why don't you apply for a job at BHVR and do it for all of us. Take one for the team man.
Didn't say Mesh Shaders are an easy thing to add, but DLSS 2.0 is. Since Nvidia released a public plugin for DLSS, it is now way easier to add. This tutorial is 7 minutes and it shows how to add DLSS 2.0 in a Unreal Engine game: https://www.youtube.com/watch?v=4JkHE48YptA
Of course its gonna take a little longer if they have to add some UI elementes in the options menu, but the feature takes 7 mins to add. There's no good excuses for not adding the feature since it can double the FPS and looks way better than their current anti alising, TSAA.
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@lexihvh said:
That's not how it works my man... You won't get 400+ fps for using DX12's shaders. You have to take everything into account such as code (which is written by BHVR employees therefore it most likely is literally junkcode), graphical renderings, dynamic lights and others.
Of course this would be an improvement but at least for me it wouldn't make a difference since the game has been capped @ 120 FPS for ages now.
@MandyTalk https://forums.unrealengine.com/community/general-discussion/14116-demo-benchmark-landscapemountains-exe-62fps?p=215815#post215815
As i said, it would not be realistic to get 500% extra fps, since that benchmark was built to show the difference, but my guess is there will be around a 100% performance gain, since there's a lot of shadows in the game (at least on ultra). And it isn't just "DX12's shaders". This is a feature thats only supported in DX12 Ultimate, and its a whole new way of rendering shadows.
And its also easy to unlock the fps. And even if higher end systems at 1080p might not see any difference, people who are playing on low end PC's will see a big difference, and people that plays on 4K.
Idk if the games rendering path on Consoles is OpenGL (which i dont think, but i could be wrong). If thats the case, this will of course not work on consoles.
AND its not the devs that have "coded" shadows. Shadows are just a feature in Unreal Engine that can be toggled on. So no, the current shadows doesn't have anything with BHVR to do and they haven't "coded" them. The same applies with many other grapical options.
Have a great day :)
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yes. what about also removing exit gates while we're at it?
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Installing the game on a SSD instead of HDD (harddrive) fixes most lag issues when browsing menus and many lag spikes ingame