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Dying Light 2 Benchmark Test & Performance Analysis

W1zzard

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Dying Light 2 supports DirectX 11 and DirectX 12, in addition to ray tracing. In this performance review, we tested how well the various renderers work, and what they need in terms of VRAM. We also have comparisons for ray tracing and the different graphics settings available.

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Because I forgot to update the title in my XLS, fixed now. Thanks!
 
Hey nice timing releasing both the the benchmark tests and the FSR comparison at same time! :rockout:
 
I get around 60FPS average outdoor and 70FPS indoor @ 4K with all RT effects + DLSS Balance (which looks about the same as Native anyways)

Since you game with OLED, do you find that you prefer the 0.1 ms of OLED gaming at 4k at 60-70 fps over high refresh 1440p? I guess what I am asking is does the smoothness of low latency OLED help the transition of not using lower FPS smoothness when using a less demanding resolution

agh I can't word this right... I hope you understand what I am asking :(
 
Since you game with OLED, do you find that you prefer the 0.1 ms of OLED gaming at 4k at 60-70 fps over high refresh 1440p? I guess what I am asking is does the smoothness of low latency OLED help the transition of not using lower FPS smoothness when using a less demanding resolution

agh I can't word this right... I hope you understand what I am asking :(

Yes, OLED at 60hz is still more responsive than IPS at 120hz, it dawned on me just recently because I played a little bit on my previous 3440x1440 160hz screen (LG 34GN850-B) and felt 80FPS is kinda laggy compare to OLED at 60FPS
 
Yes, OLED at 60hz is still more responsive than IPS at 120hz, it dawned on me just recently because I played a little bit on my previous 3440x1440 160hz screen (LG 34GN850-B) and felt 80FPS is kinda laggy compare to OLED at 60FPS

I thought so... glad I asked.

LG C2 42" OLED will be my baby! I am even going to cover her with a sheet at night before bed... GLORY AWAITS US ALL!!!! :rockout: :rockout: :rockout: :rockout:
 
Yes, OLED at 60hz is still more responsive than IPS at 120hz, it dawned on me just recently because I played a little bit on my previous 3440x1440 160hz screen (LG 34GN850-B) and felt 80FPS is kinda laggy compare to OLED at 60FPS

I agree, my OLED feels better at 60-80fps than my LG 27GN850 ( basically a 27GL850) does at 144hz. More people definitely need to experience it

I thought so... glad I asked.

LG C2 42" OLED will be my baby! I am even going to cover her with a sheet at night before bed... GLORY AWAITS US ALL!!!! :rockout: :rockout: :rockout: :rockout:

Not sure if they are making one in that size but you may want to pony up for the G2 just for the heatsink which likely means much longer life.
 
In most inside screenshots lighting looks incredibly flat which is kinda weird, for instance on this one as if there's a ton of ambient prebaked lighting. The character in front doesn't cast any shadows as far as I can see. The area around his boots should be darker. The tiles on the floor should be a little bit reflective - there's nothing as far as I can see.

Also the facial skin in the game looks weird - I've seen much better implementations. There's a ton of patching and work ahead.

screen010.jpg
I've read somewhere that because AMD is behind at raytracing, they're throwing money at devs to not use that many light sources and make them look too bad. If that was true, that's exactly what the end result will look like.
 
Interesting review as always W1zzard. I like the deep dive in to the specific game settings and the effect they have on the game visuals. You say that this game does not look great as it was due to be released in 2020. Curious to know what you think is the best looking/implemented game for 2022.
 
I suspect "DX 12 Ultimate" is a different card in the options because not all GPUs support it. I was surprised to see a game that supports DX11 AND DX12 Ultimate, these are many years apart, technology wise. But the Summary has the explanation for it.
 
I've read somewhere that because AMD is behind at raytracing, they're throwing money at devs to not use that many light sources and make them look too bad.

Source please. Also, a possible reason for the poor looks is basically in the conclusion of the review:

Overall, the graphics are decent, but not good enough for 2022, I'd say. This can be explained partly by the fact that Dying Light 2 was scheduled to be released in 2020, but delayed twice. It seems the game was originally designed with DirectX 11 in mind, and that DirectX 12 with ray tracing was added only recently
 
Somebody needs to watch a Digital Foundry video, in order to learn what RT brings to the game because from reading this review, you haven't got a frickin clue..
I watched it days ago. What can you say about extremely flat looking indoor locations in the game? Wizz made screenshots with all RTRT effects cranked up to their maximum.
 
I've read somewhere that because AMD is behind at raytracing, they're throwing money at devs to not use that many light sources and make them look too bad. If that was true, that's exactly what the end result will look like.
Many people say this game isn't that well done at the moment, seeing the big difference in RT performance between AMD and Nvidia, this is not a sponsored AMD title at all, and then the FSR bug or omission of UQ, speaks for itself. The "AMD optimized" (NOT sponsored, no title is) titles have way better performance for RT in comparison to Nvidia, often same performance-loss, reviews are on TPU. AMD/NVIDIA do NOT pay devs, they only HELP to program the game or give tips. That's it. Big difference.
 
My computer can run Fallout 3
 
The biggest issue with the raster version of the game is that every single shadow is razor sharp no matter what. I just can't understand why they couldn't implement something that even Soure engine games have.
 
RT certainly make the game looks scary AF at night :D
RT makes the game way too dark, it's like the light bounces are used only to create shadows instead of lighting the scene.
 
RT makes the game way too dark, it's like the light bounces are used only to create shadows instead of lighting the scene.

Yeah it's only singe light bounce RTGI like the original version of Metro Exodus while the infinite bounces RTGI in the Enhanced version looks better/brighter.
Still RTGI makes the game scarrier and more realistic than baked in lightning, make you depend more on the flash light (thank god the flash light has infinite battery :D)
 
I'd love to know what they spent those two years doing, because it sure as shit wasn't polishing the game. A polished game doesn't more than double VRAM usage simply from switching renderers. Dying Light... more like Dying Shite.

Once again, I'm vindicated by my decision not to preorder. Preordering continues to ruin the videogame industry.
 
I'd love to know what they spent those two years doing, because it sure as shit wasn't polishing the game. A polished game doesn't more than double VRAM usage simply from switching renderers. Dying Light... more like Dying Shite.
Like W1zz explained pretty good, implementing DX12 (Ultimate) + RT. Nobody said the implementations are perfect. And it should not be forgotten that it is not a small task to reprogram the engine to use DX12 as well, and then RT on top. This is a lot of work.
 
Yes, OLED at 60hz is still more responsive than IPS at 120hz, it dawned on me just recently because I played a little bit on my previous 3440x1440 160hz screen (LG 34GN850-B) and felt 80FPS is kinda laggy compare to OLED at 60FPS
I absolutely beg to differ. I tried playing on an LG OLED 60 Hz and returned immediately to an IPS 1440P 165 Hz. Playing at 60 Hz after years at higher refresh rate is just unacceptable to me.
 
I absolutely beg to differ. I tried playing on an LG OLED 60 Hz and returned immediately to an IPS 1440P 165 Hz. Playing at 60 Hz after years at higher refresh rate is just unacceptable to me.
OLED 60 Hz is complete trash reactivity wise compared to my PC monitors, I see it everyday on my phone. The picture quality is excellent though.
 
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