Dying Light 2 Best Graphic Settings Pc

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Jul 9, 2024, 5:21:09 AM7/9/24
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As creators of the Call of Juarez and Dead Island franchises, Techland has a knack for innovation. They are back with another first person shooter called Dying Light. You are Kyle Crane, an undercover operative infiltrating the fictional city of Harran, where a mysterious viral outbreak has turned the majority of residents into soulless creatures. Not as dangerous during the day, but at night the creatures' senses increase tenfold, making the infected much deadlier. Your mission to find Kadir "Rais" Suleiman becomes side-tracked as you need to decide whether to complete the mission or help the very survivors who helped save your life.

There certainly isn't a shortage of zombie movies and games in recent years, but there is arguably only a handful of creative people who have been able to bring the genre up a notch in terms of delivering fear. The introduction of running zombies certainly took the genre to a new level, Dying Light allows you to look back to see them sprint after you in order to get a chunk of your flesh, and this game shows you a few different reasons why this game again takes the genre to a whole new level. First of all, the new rules to the zombie genre: now zombies not only run, they climb and they jump buildings!

dying light 2 best graphic settings pc


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With the addition of verticality, surviving requires you to learn Parkour (developed from military obstacle course training, focusing on freerunning from A to B in the most efficient way possible) to evade the climbing zombies and complete your objectives. In a way, this is a cross between Mirrors Edge and Tomb Raider.

The game adds the need for improvisation (common sense and problem-solving skills even under dire circumstances), you can use more than a hundred various objects as weapons to chop, burn, shock, hack or bludgeon the infected when (not if) confrontation is necessary. You can also use distractions, traps and ultraviolet light to slow down the infected.

There is a dynamic day and night cycle effects. By day you can play this like a stealth game to avoid confrontation, but the change of pace keeps you on your toes and brings anticipation when day turns to night. XP rewards are doubled at night, so you'll have to 'be a man, do the right thing'.

There's also a dynamic weather system to not only showcase the nice visuals involving rain, wind and fog in the gorgeous open urban environment; it actually affects the way you play the game. Whenever you are climbing up high with sudden gusts of wind, you are just as worried about getting blown off as you are about being eaten, with every step the image of Neo's phone flying out of his hand in the movie Matrix plays over and over.

As if climbing zombies and the need to worry about falling to your death wasn't enough, you also have other humans to worry about. Smarter, armed and just as motivated to accumulate Antizen (not a cure, but something to keep bite-victims from turning into zombies) and other supplies.

While Kojima Productions has its new Fox Engine, Techland's answer is Chrome Engine 6. In it's sixth iteration (as the name suggests), after three dozen games over 12 years, it's safe to say Techland had a lot of time to work on its secret formula, particularly in the open world first-person-shooters genre. Dying Light is the first in showcasing Chrome Engine 6, where developers were offered the power thus freedom to create bigger and more detailed open worlds, whether outdoor or indoor environments. Like the Fox Engine and many other modern game engines, Chrome Engine 6 has been refined to make the environment more photorealistic than ever, also implementing changeable day/night/weather conditions in a way that is interactive rather than just looking pretty. Notable advancements include Physical Lighting Model, Spherical Harmonics based Indirect Lighting, and Atmospheric Scattering.

Needless to say, if there is a multi-platform game, the PC version is the best. Not bound by power, you can have better texture quality and view distance, also having the power to tinker with other options. Not bound to 30 frames per second, you can play Dying Light at 144 FPS (if you are lucky enough to power a 144Hz/G-Sync monitor). Collaboration with Nvidia means you have goodies such as NVIDIA HBAO+ Ambient Occlusion, NVIDIA Depth of Field technology and NVIDIA Dynamic Super Resolution (DSR) to get graphical fidelity not possible on other platforms. If you are the owner of a portable Nvidia Shield gaming console, you can even play Dying Light on the go via GameStream (G751JL is fully-compatible!).

If you are anxious to get into Dying Light, you can allow GeForce Experience to automatically apply graphics settings for you. However, the balance is often leaned towards performance more than quality. Allowing Nvidia to decide the options you would be offered these settings.

Having an accurate comparison between High and Medium was not easy since Texture Quality can't be changed mid-game, and the differences were so subtle I may have needed a microscope. If you want more performance, then take comfort in knowing that you're not missing out on much if you choose medium over high. There is a performance impact and so setting this to medium would be a sensible choice, especially considering that you may need up to nearly 4GB of VRAM (High/not a problem for G751JL) as opposed to 2GB (Medium/uses around 2GB of VRAM).

While other games would find ways to avoid showing objects at a distance with fog, smoke, or other buildings, in Dying Light just the detail level is turned down. This is done so you can plan your parkour route. View Distance makes the biggest performance impact of all, but there is a 17-step slider so you have great control over how much detail there is in objects at a distance. We preferred 75% as the best balance, as anything beyond that was difficult to notice. It is also handy to know that CPU is the bottleneck here, so having an Intel Core i7 quad-core CPU really helps!

Ambient Occlusion (AO) adds contact shadows where two surfaces or objects meet, and where objects block light from reaching another nearby game element. Simply put, Ambient Occlusion adds depth and realism. There are two types of Ambient Occlusion in the game; SSAO (Screen Space Ambient Occlusion) which comes at the cost of a few frames per second, and HBAO+ (Horizontal Based Ambient Occlusion) which is a higher-quality SSAO that only affects performance slightly more than SSAO. So just use HBAO+ or turn it off altogether if you need more performance.

This DirectX 11-powered effect is only active in cut scenes and conversations, increasing the quality of blurring. Although there is a significant performance hit, it doesn't apply to gameplay, so just leave it on.

Realistically, when you snap your head around you need a split second before you can focus on anything. In the game the motion blur helps you recognize when Kyle still needs to come to his senses (eg. after leaping onto another building, or in shock from being attacked, etc.). Not much of a performance impact here.

Anti-aliasing gets rid of jagged edges, without it we won't be left with Space Invaders graphics, but smoother edges are always welcome, noticeable and comes at a very low cost. Avoid turning this off.

Before anything, I surrounded myself with lots of zombies and have a great view where I can see as far and as much as possible, to create a worst-case scenario. Considering the power I possess within the G751JL, having everything maxed out shouldn't be a problem. After doing some sight-seeing, I ran around antagonizing zombies for a total of 5 minutes on each setting (maxed out / Nvidia Optimized) and here are the results:

It appears that Nvidia's optimized settings are definitely focused toward best performance achieving an average of 60FPS (Max=69/Min=52). My approach on the other hand is mainly focused towards best quality, achieving an average of 44FPS (Max=63/Min=34). Even though I know lowering Texture Quality from High to Medium won't make a noticeable difference, I 'm going to leave it on High, there's satisfaction in knowing I CAN! There you have it; 44FPS with everything maxed out or 60FPS in lower definition. I know what I'd go for.

We have a preview build of Dying Light, Techland's next zombie game, and while we've been asked not to spoil certain story bits, we can do just about anything else we want with it. So here I am playing it at 1440p on the LPC Jr., naturally.

As for the state of the PC version, it seems pretty good at the moment. I couldn't maintain a stable 60 fps at 1440p and max settings, though it is a good-looking game (even if its open world is a bit drab). I didn't experience any stuttering or other problems. I am disappointed that the current graphics options menu doesn't include an FOV slider or the option to turn off individual post-processing effects, such as motion blur. Maybe if I close my eyes and wish hard enough, a few more staples will be introduced before Dying Light releases on January 27th in North America and January 30th in Europe. Or maybe we'll just dig into a config file and hope for the best.

Normally I save talking about my desktop's hardware and the graphics configuration I played at for later, but I feel it might be better to touch on it at the top of this section. I am still using my trusty RX 580 in my desktop, and while it is hardly a performance winner today, with the configuration between the Low and Medium preset, it did its job well and, simply put, the game still looked pretty good. Turning up the settings may help it look better, and it does support some ray tracing effects too, but I was completely satisfied with its appearance as is. Keep that configuration in mind though when looking at any of the captured media for this review, as it could look better by using something more powerful than this nearly five-year-old GPU that was mid-range when it released.

There is a lot about these graphics I liked, from the appreciable amount of detail to the environment, to the destructive potential of enemy bodies, and the lighting of the world. One thing I can still remember standing out right at the beginning was the detail of the infected. For many their skin appears cracked like a decaying painting, where parts have flaked off and folds have become creases that may soon fail and split. Their clothing is also appropriately tattered for what are clearly zombies, even if the technical term is infected in this franchise. (We can ignore the question of how their clothes are so damaged when some may have turned just a few nights ago.) The special infected can be a different story, like the new goon, a large and intimidating enemy that actually has a metal bar and concrete boulder permanently piercing its arm. The cracked skin remains, but it is more a monster than a turned human.

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