DX11 have some utilization issues so i run the game in dx12 with async and for me there is no stuttering but vram usage is 7.5gb. I would not be trying to run it like this with a 4gb cards.
Ok so this is amazing. New mode for more zombies, the game becomes a real horror, this is 400% https://www.nexusmods.com/dyinglight2/mods/158
I am having quiet a good moments with this game after 23hours. My fps never go below 50's, with all maxed out. I just tried balanced DLSS today and i don't have a huge improvment coming from quality DLSS. Very playable so far I hope you guys enjoy it too
That would be insane at night. When it's pitch black without your flashlight, you already feel like a pinball.
As soon as I disable RT features and still using dx12 my game runs flawless. U guys experience the same?
Then maybe he should have said dx12u and not dx12? ^^ He could have disabled RT features then the game says you can disable dx12u because you dont have RT features enabled and its switching to dx12.
Many has reported the stuttering in dx12 and dx12u rt features enabled or disabled despite high framerate. It varies i guess. Game runs fine here gpu utilization is also better in dx12 compared to dx11.
There is still no dynamic weather mods sadly. Some rain, fog and moody weather effects would increase the immersion.
There actually is, and i was working on my own, as always. The thing is, that in the first area of the game there is no rain, you can check the files. Also at the 2nd area the weather is much more dynamic and has at least twice more variables how and how often. etc. certain weather can occur, like thunder/storms, and so on. Edit: https://www.nexusmods.com/dyinglight2/mods/192 Ah ok, thats not it. But weather can easily be tweaked and modded, but i dont have time to test it to be happy with the result from tweaking. Maybe im gonna tinker something and ul it at nexus but like i said, i dont have time right now (and i dont like uploading things i didnt test properly before), but that was one of the things i noticed even more when more different weather occured at the 2nd area. A snippet of one of the files: Spoiler Code: // Once at the start of the game, and each time at 00:00 the system draws one of the scenarios of weather // Scenario::AddTask(f, f, f, f) f-wanted weather val, f-start interpolation hour(format hh::mm), f-end interpolation hour(format hh:mm), f-weather duration(format hh::mm) // QuestScenario::AddTask(f, f) f-wanted weather val, f-interpolation duration(format hh::mm) // How to set weather val: // if (val > 0.000 && val <= 0.125) = fog; // if (val > 0.125 && val <= 0.375) = clear; // if (val > 0.375 && val <= 0.625) = cloudy; // if (val > 0.625 && val <= 0.875) = rain; // if (val > 0.875 && val <= 1.000) = storm; sub main() { // Duration of weather after sleep or map reload (in game time, format mm). If 0, the weather will be active till next event RandomWeatherDuration(60.0); // Probability of changing weather after player's death ProbabilityOfChangingWeatherAfterDeath(0.3); // Possible weather values, chances and time boundaries AddRandomWeather(0.08, 0.25, 6.00, 7.05); AddRandomWeather(0.25, 0.50); AddRandomWeather(0.8, 0.25, 15.00, 24.00); Scenario("1") // Night storm { AddTask(1.0, 22.00, 22.13, 1.20); } Scenario("2") // Night storm { AddTask(1.0, 00.55, 1.09, 0.45); } Scenario("3") // Night storm { AddTask(1.0, 2.10, 2.18, 0.40); } Scenario("4") // Night storm { AddTask(1.0, 3.20, 3.33, 1.30); } Scenario("5") // Night rain { AddTask(0.8, 22.00, 22.16, 1.10);