Combat sounds good i have been watching people playing on PS4 streaming and ive decided to get it. I like the fact there's no HUD. Smart developers...maybe these guys are the next new talented team.
ahh kool.. I wouldn't want to get deleted at the very end. lol I like the combat in this game. It is similar to "For Honor", with the exception that this game is much more fluid. I'm liking it. If "For Honor" moves feel this smooth, I would have bought the game. Anyway, here hoping more games will implement this type of movement style with even more moves. :banana: PC = 4k plus 21:9<--the reason I bought the game. Future proof! Very cinematic on my 21:9. :nerd: I actually had nightmare last night. Only played the game for 1hrs.. wth??? :3eyes:
Played the game last night, got past the bridge. It was not what I expected, but it is very good in its own way. It is very linear, although I do not find that to be bad. Combat is surprisingly enjoyable, but a bit repetitive. Bosses were the highlights of it so far. When it comes to the technical part, I find the game to be visually beautiful with superb sound design and animations. It is like they put so much effort in making those, that at some point found out that they are out of time and/or budget to make the game bigger. So a sensible decision was made – make a smaller, cheaper, but tight, well crafted experience. Or so it feels like to me … And lastly I really like how the game is not burdened by any kind of HUD, menus, inventory, stats, prompts, numbers and so on. It trusts you to figure it out. It is not overly complicated, but still has more depth, than what it lets on first impression.
That sounds better then. Didn't get to try it out yesterday due to very slow download. Btw can the control buttons be remapped? Dark Souls scheme is so hardwired into my spine now that I'll try to mimick it...
I love the atmosphere in this game. Like the environment assets and stuff aren't the best I've seen but the lighting and coloration on things just completely make up for it. Also Senua's character model is one of the best looking models I've ever seen. Both in terms of her visual art style and the actual rendering tech.
No, it doesn't. The second half of the game is a complete mess performance wise. Had it running perfectly smooth with capped 60fps most of the time Spoiler up until she sees and follows Dillan to the tree in the beach area and after that it's a disaster, my fps stays in the 20s no matter the settings. I played through thinking is just that area that has a problem but it's not improving.
AMD gpus have a serious problem with performance for whatever reasons when you reach the sea location. And it gets even worse at the Beast location and after that until the very end. Regardless of settings used.(!) I'm talking about 25-27+ fps @1920x1200 on my 3770k@4.4 16GB amd fury 1100\500 unlocked. Steam forums are full of angry players who reached these areas. I seriously hope either AMD or the devs will address this issue. PS http://i.imgur.com/mv4pxLJ.jpg And that's not the worst fps I've seen. At the Beast location fps sometimes dropped to 25- fps. PS + the setting&atmosphere + the story + the main character + sound and music + locations design (the second part of the game mostly, the first locations are OKeish). Some levels were pretty original - gamepaly in general (kinda limited & simplistic) - optimization (TERRIBLE performance after the sea location(except for trials) and until the very end of the game regardless of settings used) - sometimes puzzles get annoying and tiresome Some bosses were good, others were just OKeih. 8/10
Some more info over at steam forums by Zuluknob http://steamcommunity.com/app/414340/discussions/0/1471967615859509028/?ctp=2#c1471967615859707982 Code: Zuluknob has Hellblade: Senua's Sacrifice 8 Aug @ 6:52am The FULL base scaleabilty.ini from the pak file ; ; Base scalability settings ; ========================= ; ; The definitions here affect the console variables starting with "sg." and define the user quality levels (game/editor video settings) ; To override a specific platform use DeviceProfile.ini (whach out for the different syntax). ; ;----------------------------------------------------------------------------------------------------------------- ; Note: [ResolutionQuality] isn't using the usual 0/1/2/3 quality levels, the value directly maps to r.ScreenPercentage. ; This is because we want custom scaling aligned with the screen/window resolution with more fine grained control ; ;----------------------------------------------------------------------------------------------------------------- [ScalabilitySettings] ; PerfIndexThresholds define the thresholds that determine what the autodetected quality should be for each group. ; When you auto detect performance, both a CPUIndex and GPUIndex are calculated on the machine. ; Use the console command "scalability auto" to print these values for a machine. ; The type of perfindex used to determine the quality for a group is either the GPU, CPU or Min. ; GPU means the quality is based on the speed of the graphics card. CPU means the quality is based on the processor, and Min means the group quality is based on the slower of either the CPU or GPU. ; Each group has a type followed by three numbers. ; The first number is the perfindex threshold that changes quality from 0 to 1. The second is the threshold from 1 to 2, the third is the threshold from 2 to 3. PerfIndexThresholds_ResolutionQuality="GPU 18 42 115" PerfIndexThresholds_ViewDistanceQuality="Min 18 42 105" PerfIndexThresholds_AntiAliasingQuality="GPU 18 42 115" PerfIndexThresholds_ShadowQuality="Min 18 42 105" PerfIndexThresholds_PostProcessQuality="GPU 18 42 115" PerfIndexThresholds_TextureQuality="GPU 18 42 115" PerfIndexThresholds_EffectsQuality="Min 18 42 105" PerfIndexThresholds_FoliageQuality="GPU 18 42 115" ; This is the screen percentage for the resolution quality, corresponding to 25% pixels, 50% pixels, 75% pixels, and 100% pixels PerfIndexValues_ResolutionQuality="100 100 100 100 100" [AntiAliasingQuality@0] r.PostProcessAAQuality=4 [AntiAliasingQuality@1] r.PostProcessAAQuality=4 [AntiAliasingQuality@2] r.PostProcessAAQuality=4 [AntiAliasingQuality@3] r.PostProcessAAQuality=4 [AntiAliasingQuality@Cine] r.PostProcessAAQuality=6 ;----------------------------------------------------------------------------------------------------------------- [ViewDistanceQuality@0] r.SkeletalMeshLODBias=2 r.ViewDistanceScale=0.9 [ViewDistanceQuality@1] r.SkeletalMeshLODBias=1 r.ViewDistanceScale=0.9 [ViewDistanceQuality@2] r.SkeletalMeshLODBias=0 r.ViewDistanceScale=1 [ViewDistanceQuality@3] r.SkeletalMeshLODBias=0 r.ViewDistanceScale=1.2 [ViewDistanceQuality@Cine] r.SkeletalMeshLODBias=0 r.ViewDistanceScale=10.0 ;----------------------------------------------------------------------------------------------------------------- [ShadowQuality@0] r.LightFunctionQuality=1 r.ShadowQuality=3 r.Shadow.CSM.MaxCascades=1 r.Shadow.MaxResolution=512 r.Shadow.RadiusThreshold=0.06 r.Shadow.DistanceScale=0.7 r.Shadow.CSM.TransitionScale=0 r.DistanceFieldShadowing=0 r.DistanceFieldAO=0 [ShadowQuality@1] r.LightFunctionQuality=1 r.ShadowQuality=3 r.Shadow.CSM.MaxCascades=1 r.Shadow.MaxResolution=1024 r.Shadow.RadiusThreshold=0.05 r.Shadow.DistanceScale=0.85 r.Shadow.CSM.TransitionScale=0.25 r.DistanceFieldShadowing=0 r.DistanceFieldAO=0 [ShadowQuality@2] r.LightFunctionQuality=1 r.ShadowQuality=5 r.Shadow.CSM.MaxCascades=4 r.Shadow.MaxResolution=1024 r.Shadow.RadiusThreshold=0.04 r.Shadow.DistanceScale=1 r.Shadow.CSM.TransitionScale=0.8 r.DistanceFieldShadowing=1 r.DistanceFieldAO=1 [ShadowQuality@3] r.LightFunctionQuality=1 r.ShadowQuality=5 r.Shadow.CSM.MaxCascades=10 r.Shadow.MaxResolution=2048 r.Shadow.RadiusThreshold=0.03 r.Shadow.DistanceScale=1.5 r.Shadow.CSM.TransitionScale=1.0 r.DistanceFieldShadowing=1 r.DistanceFieldAO=1 [ShadowQuality@Cine] r.LightFunctionQuality=1 r.ShadowQuality=5 r.Shadow.CSM.MaxCascades=10 r.Shadow.MaxResolution=4096 r.Shadow.RadiusThreshold=0.03 r.Shadow.DistanceScale=2.0 r.Shadow.CSM.TransitionScale=1.0 r.DistanceFieldShadowing=1 r.DistanceFieldAO=1 ;----------------------------------------------------------------------------------------------------------------- [PostProcessQuality@0] r.MotionBlurQuality=0 r.AmbientOcclusionMipLevelFactor=1.0 r.AmbientOcclusionMaxQuality=0 r.AmbientOcclusionLevels=1 r.AmbientOcclusionRadiusScale=1.2 r.DepthOfFieldQuality=0 r.RenderTargetPoolMin=300 r.LensFlareQuality=0 r.SceneColorFringeQuality=0 r.EyeAdaptationQuality=1 r.BloomQuality=4 r.FastBlurThreshold=0 r.Upscale.Quality=1 r.Tonemapper.GrainQuantization=0 r.LightShaftQuality=0 r.Filter.SizeScale=0.6 r.Tonemapper.Quality=2 [PostProcessQuality@1] r.MotionBlurQuality=3 r.AmbientOcclusionMipLevelFactor=1.0 r.AmbientOcclusionMaxQuality=60 r.AmbientOcclusionLevels=-1 r.AmbientOcclusionRadiusScale=1.5 r.DepthOfFieldQuality=1 r.RenderTargetPoolMin=350 r.LensFlareQuality=0 r.SceneColorFringeQuality=0 r.EyeAdaptationQuality=1 r.BloomQuality=4 r.FastBlurThreshold=2 r.Upscale.Quality=2 r.Tonemapper.GrainQuantization=0 r.LightShaftQuality=0 r.Filter.SizeScale=0.7 r.Tonemapper.Quality=2 [PostProcessQuality@2] r.MotionBlurQuality=3 r.AmbientOcclusionMipLevelFactor=0.6 r.AmbientOcclusionMaxQuality=100 r.AmbientOcclusionLevels=-1 r.AmbientOcclusionRadiusScale=1.5 r.DepthOfFieldQuality=2 r.RenderTargetPoolMin=400 r.LensFlareQuality=2 r.SceneColorFringeQuality=1 r.EyeAdaptationQuality=2 r.BloomQuality=5 r.FastBlurThreshold=3 r.Upscale.Quality=2 r.Tonemapper.GrainQuantization=1 r.LightShaftQuality=1 r.Filter.SizeScale=0.8 r.Tonemapper.Quality=5 [PostProcessQuality@3] r.MotionBlurQuality=4 r.AmbientOcclusionMipLevelFactor=0.4 r.AmbientOcclusionMaxQuality=100 r.AmbientOcclusionLevels=-1 r.AmbientOcclusionRadiusScale=1.0 r.DepthOfFieldQuality=2 r.RenderTargetPoolMin=500 r.LensFlareQuality=2 r.SceneColorFringeQuality=1 r.EyeAdaptationQuality=2 r.BloomQuality=5 r.FastBlurThreshold=100 r.Upscale.Quality=3 r.Tonemapper.GrainQuantization=1 r.LightShaftQuality=1 r.Filter.SizeScale=1 r.Tonemapper.Quality=5 [PostProcessQuality@Cine] r.MotionBlurQuality=4 r.AmbientOcclusionMipLevelFactor=0.4 r.AmbientOcclusionMaxQuality=100 r.AmbientOcclusionLevels=-1 r.AmbientOcclusionRadiusScale=1.0 r.DepthOfFieldQuality=4 r.RenderTargetPoolMin=1000 r.LensFlareQuality=3 r.SceneColorFringeQuality=1 r.EyeAdaptationQuality=2 r.BloomQuality=5 r.FastBlurThreshold=100 r.Upscale.Quality=3 r.Tonemapper.GrainQuantization=1 r.LightShaftQuality=1 r.Filter.SizeScale=1 r.Tonemapper.Quality=5 ;----------------------------------------------------------------------------------------------------------------- [TextureQuality@0] r.Streaming.MipBias=3 r.MaxAnisotropy=0 r.Streaming.LimitPoolSizeToVRAM=1 r.Streaming.PoolSize=700 [TextureQuality@1] r.Streaming.MipBias=1 r.MaxAnisotropy=2 r.Streaming.LimitPoolSizeToVRAM=1 r.Streaming.PoolSize=800 [TextureQuality@2] r.Streaming.MipBias=0 r.MaxAnisotropy=4 r.Streaming.LimitPoolSizeToVRAM=1 r.Streaming.PoolSize=1300 [TextureQuality@3] r.Streaming.MipBias=0 r.MaxAnisotropy=8 r.Streaming.LimitPoolSizeToVRAM=0 r.Streaming.PoolSize=2100 [TextureQuality@Cine] r.Streaming.MipBias=0 r.MaxAnisotropy=8 r.Streaming.LimitPoolSizeToVRAM=0 r.Streaming.PoolSize=3000 ;----------------------------------------------------------------------------------------------------------------- [EffectsQuality@0] r.TranslucencyLightingVolumeDim=24 r.RefractionQuality=0 r.SSR.Quality=2 r.SceneColorFormat=3 r.DetailMode=0 r.TranslucencyVolumeBlur=0 r.MaterialQualityLevel=0 ; Low quality r.SSS.Scale=0 r.SSS.SampleSet=0 r.SSS.Quality=0 r.SSS.HalfRes=1 r.EmitterSpawnRateScale=1.0 r.ParticleLightQuality=0 [EffectsQuality@1] r.TranslucencyLightingVolumeDim=32 r.RefractionQuality=0 r.SSR.Quality=2 r.SceneColorFormat=3 r.DetailMode=1 r.TranslucencyVolumeBlur=0 r.MaterialQualityLevel=2 ; Medium quality r.SSS.Scale=0.75 r.SSS.SampleSet=0 r.SSS.Quality=0 r.SSS.HalfRes=1 r.EmitterSpawnRateScale=1.0 r.ParticleLightQuality=0 [EffectsQuality@2] r.TranslucencyLightingVolumeDim=48 r.RefractionQuality=2 r.SSR.Quality=2 r.SceneColorFormat=3 r.DetailMode=1 r.TranslucencyVolumeBlur=1 r.MaterialQualityLevel=1 ; High quality r.SSS.Scale=1 r.SSS.SampleSet=1 r.SSS.Quality=-1 r.SSS.HalfRes=1 r.EmitterSpawnRateScale=1.0 r.ParticleLightQuality=1 [EffectsQuality@3] r.TranslucencyLightingVolumeDim=64 r.RefractionQuality=2 r.SSR.Quality=3 r.SceneColorFormat=4 r.DetailMode=2 r.TranslucencyVolumeBlur=1 r.MaterialQualityLevel=1 ; High quality r.SSS.Scale=1 r.SSS.SampleSet=2 r.SSS.Quality=1 r.SSS.HalfRes=1 r.EmitterSpawnRateScale=1.0 r.ParticleLightQuality=2 [EffectsQuality@Cine] r.TranslucencyLightingVolumeDim=64 r.RefractionQuality=2 r.SSR.Quality=4 r.SceneColorFormat=4 r.DetailMode=2 r.TranslucencyVolumeBlur=1 r.MaterialQualityLevel=1 ; High quality r.SSS.Scale=1 r.SSS.SampleSet=2 r.SSS.Quality=1 r.SSS.HalfRes=0 r.EmitterSpawnRateScale=1.0 r.ParticleLightQuality=2 ;----------------------------------------------------------------------------------------------------------------- [FoliageQuality@0] foliage.DensityScale=0.4 grass.DensityScale=0.4 ;foliage.DiscardDataOnLoad=1 ; having this enabled will reduce ram use but will require reloading the level when changing FoliageQuality setting ;grass.DiscardDataOnLoad=1 ; having this enabled will reduce ram use but will require reloading the level when changing FoliageQuality setting [FoliageQuality@1] foliage.DensityScale=0.7 grass.DensityScale=0.7 ;foliage.DiscardDataOnLoad=0 ;grass.DiscardDataOnLoad=0 [FoliageQuality@2] foliage.DensityScale=1.0 grass.DensityScale=1.0 ;foliage.DiscardDataOnLoad=0 ;grass.DiscardDataOnLoad=0 [FoliageQuality@3] foliage.DensityScale=1.3 grass.DensityScale=1.3 ;foliage.DiscardDataOnLoad=0 ;grass.DiscardDataOnLoad=0 [FoliageQuality@Cine] foliage.DensityScale=1.6 grass.DensityScale=1.6 ;foliage.DiscardDataOnLoad=0 ;grass.DiscardDataOnLoad=0 ;----------------------------------------------------------------------------------------------------------------- [PMVQuality@0] r.NT.PMV.PixelTileSize=32 r.NT.PMV.NumDepthSlices=32 r.NT.PMV.LightInjection=1 r.NT.PMV.ShadowFilterQuality=1 r.NT.PMV.TemporalBlendMin=50 [PMVQuality@1] r.NT.PMV.PixelTileSize=16 r.NT.PMV.NumDepthSlices=64 r.NT.PMV.LightInjection=1 r.NT.PMV.ShadowFilterQuality=1 r.NT.PMV.TemporalBlendMin=50 [PMVQuality@2] r.NT.PMV.PixelTileSize=8 r.NT.PMV.NumDepthSlices=64 r.NT.PMV.LightInjection=2 r.NT.PMV.ShadowFilterQuality=1 r.NT.PMV.TemporalBlendMin=50 [PMVQuality@3] r.NT.PMV.PixelTileSize=8 r.NT.PMV.NumDepthSlices=96 r.NT.PMV.LightInjection=2 r.NT.PMV.ShadowFilterQuality=1 r.NT.PMV.TemporalBlendMin=50 [PMVQuality@Cine] r.NT.PMV.PixelTileSize=8 r.NT.PMV.NumDepthSlices=196 r.NT.PMV.LightInjection=2 r.NT.PMV.ShadowFilterQuality=1 r.NT.PMV.TemporalBlendMin=50
What its the best drivers for this game on amd cards ? on a rx580 i see a few drops to 50-55 fps ingame .
it's funny, my idea was no HUD in games. I have one more idea left, hopefully nobody figures it out. So i can patent it. Rich i say! Rich!
Beautiful game, just finished it and was really blown away, amazing visuals, the motion capture for Senua was light years ahead of other games, I could really empathise with her without entering the uncanny valley and the binaural audio was a great addition, I got really absorbed in the voices in her head. As far as gameplay goes, the puzzles where ok but probably my least favourite part of the game and the combat while not amazing was still good enough to pose a challenge, overall though i'm really glad I picked this one up, it's short but sweet. that last battle was a pain though, Spoiler took me ten minutes before I finally realised it was unwinnable an gave up, death is a bitch
Judging by GPU and CPU usage I'd say it's a typical case of GPU Physx trying to run on CPU. uke2: Reason why there's no problem on Nvidia cards.