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[GameGPU] Dying Light - Horrible game engine CPU optimizations

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I don't own it, but from what I've seen it looks excellent.

https://www.flickr.com/photos/138355027@N06/sets/72157661757820572/with/23468763455/

The performance problems are still there with gameworks disabled, and more likely related to streaming or timing issues.

You can disable Gameworks features but you can't change the render path which is modified to work with Gameworks. They don't simply drop the .DLL's in the game folder and they work. I doubt the .DLL's are broken. It's the implementation in the renderer that's in question.
 
@Rus Regarding your #204 post and Gamervivek regarding your post #206 yes the higher resolutions paint a different picture in the game, and I forgot about gameworks.

However this gave me an idea to retest the game on the Q9550, when the time comes for a few more tests.

Dying Light v.1.40 which I used on the benchmark suite in my signature, was no10 of the top most cpu limited games.



This is how the cpu and gpu usage looked like.



The game is now on version 1.6.2. so it will be interesting to see what changed and if that better multithreading that Rus posted, will help the performance.
 
You can disable Gameworks features but you can't change the render path which is modified to work with Gameworks. They don't simply drop the .DLL's in the game folder and they work. I doubt the .DLL's are broken. It's the implementation in the renderer that's in question.
Its rare to see games in which disabling gameworks fixes everything. That's my issue with it. Once introduced the game is usually just screwed.
 
Turning off the two gameworks features and tuning the shadows from very high to high I was able to max everything else out 1920x1080 and stay pretty well locked at 60 fps.

After a few hours of playing I decided to request a refund. This is more of a precision platform jumping game then anything else... Just wasnt having fun.
 
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