Ive been trying to get dying light running on my system as of late, and for the past few days i have seen nothing but failure. After multiple reinstalls, tests of different drivers, so on and so fourth, i have been unable to find a solution to my problems.
I am new to PC so i apologize if this a stupid fix/question. i have been playing DL2 for a while before this problem occurred. While playing in d3d12(Raytracing) it began to display purple and green boxes overlaying against the streets and walls. i have tried resetting shader caches and it seemed to work temporarily. i have tried switching to dx11 in game and the color issue goes away but i get horrible stutter making it unplayable. ANY HELP WOULD BE APPRECIATED.
hi ive found a solution for this. useing dx11 wasnt going to work for me because of the intense stuttering i looked to dx12 instead. i was having the same problems with the shaders but found in settings that if you turn global illumanation to ultra raytracing mode it gets rid of the issues allbeit you now have less fps i have a 7800xt and its more playable now but it should be even better for you
I suggest verifying game in steam. I see a cache file named "dx12psocache.bin" under under "..\Documents\dying light 2\out" directory. I would delete that so that the game rebuilds this file. You could make a backup before deleting if you want.
Dying Light is a new first-person, zombie-slaying, freerunning-filled action game from Techland, creators of the Call of Juarez and Dead Island franchises. If you played Dead Island, much of Dying Light will be familiar: there's 4-player online co-op, weapon crafting, looting, levelling, mutated super zombies, and open-world exploration. Techland has of course refined those features extensively for Dying Light, and has expanded the scope of the game with a number of key changes.
First and foremost, freerunning adds verticality to the world and gives you the ability to speed across the map like Sbastien Foucan, negating the usual back and forth drudgery of open-world games. Secondly, they've introduced a dynamic day-night cycle, introducing terrifying mutated monsters that will quickly rip you limb from limb once the sun sets. Safe zones provide shelter from the night, but certain missions can only be completed after sundown, and XP rewards are doubled, giving you incentive to brave the darkness. Stealth becomes a factor, as does route planning, giving you the ability to lure an area's mutated zombies into player-controlled traps. Finally, there's the addition of human factions that fight over air drops and territory. Humans are smarter, have guns, and pose a huge threat. Grab one of their air drops though and you'll receive XP aplenty.
Dying Light marks the debut of Techland's sixth Chrome Engine. Having powered three dozen games over the past 12 years, the Chrome Engine is a proven entity, excelling at open worlds like those found in Dead Island and Dying Light. Little is known about the inner workings of Chrome Engine 6, the only information available stating that "developers are able to create bigger and more detailed open worlds, as well as outdoor and indoor environments." Graphics are said to be "more photorealistic than ever, with such advancements like changeable weather conditions, physical lighting model, Spherical Harmonics based Indirect Lighting, and Atmospheric Scattering." The proof is in the pudding, so let's take an in-depth look at Dying Light.
Like every multi-platform game, Dying Light looks and runs better on PC. Texture quality, view distance, and all the usual suspects are improved, and working with Techland we've further bolstered the game's graphical fidelity through the addition of NVIDIA HBAO+ Ambient Occlusion, NVIDIA Depth of Field, and NVIDIA PCSS technology. Additionally, rendering resolutions can be cranked up with NVIDIA Dynamic Super Resolution (DSR), gameplay can be enjoyed without tearing or extra input lag thanks to super smooth NVIDIA G-SYNC monitors, and the game itself can be streamed to your SHIELD device and TV with GameStream.
On PC, you can enjoy Dying Light at 144 FPS on your 144Hz gaming or G-SYNC monitor, and if you've got the performance you can push it even higher. Consoles, however, are limited to 30 FPS. And should you be unsure of the best settings for your PC, GeForce Experience can automatically determine and apply optimum graphics options for your system, giving you perfect performance with a single click.
In Dying Light, players can pick between Screen Space Ambient Occlusion (SSAO), and NVIDIA HBAO+. For SSAO, simply enable the 'Ambient Occlusion' option in-game. For HBAO+, enable 'Ambient Occlusion' and 'NVIDIA HBAO+'. As the interactive comparisons below demonstrate, HBAO+ produces vastly superior AO shadows, free from the unrealistic halos that are clearly visible around the lampshades and fan.
Our final comparison demonstrates how crucial AO in modern games - when disabled, the detail on the wall vanishes, making it appear flat, and the cable is shown to be hanging loose, rather than flush against the wall.
Performance: In a wide view filled with geometry and objects, SSAO costs a little under 5 frames per second, and offers a large improvement on image quality. Stepping up to NVIDIA HBAO+, meanwhile, has a negligible impact on performance, and further improves fidelity.
NVIDIA Depth of Field (NVDOF) enables developers to apply high-quality depth of field rendering to their games. In Dying Light, this DirectX 11-powered effect increases the precision and image quality of depth of field blurring, and enables Techland to specify the intensity of blurring on a case by case basis.
Depth of Field is rendered almost exclusively during cut scenes and conversations, with no ability to toggle the setting on the fly. As such, the main menu offers the most accurate 1:1 comparison between the two available settings.
Performance: The extensive use of high quality depth of field blurring during cutscenes and conversations results in a significant performance impact. However, as these are non-interactive, and frame rates are higher than during gameplay, the performance impact of NVDOF is typically negated, and therefore goes unnoticed.
Performance: Enabling PCSS with maximum-quality shadows requires a significant amount of extra performance, especially in The Following's huge, foliage-filled zone. To be specific, PCSS costs 19 FPS with every other setting maxed out, and 10 FPS if the Shadow Map Size is on High rather than Very High. The improvement is well worth the cost in our opinion, though naturally others will prefer sharp, crisp shadows - if that's you, simply leave PCSS off, that's the beauty of PC gaming!
With numerous optimizations, improved CPU multi-threading, and many other tweaks, Dying Light now performs significantly faster than at launch. Take your system for a test drive in The Following and you'll quite possibly have the performance to now enable additional effects and PCSS, which will make Dying Light look even better.
Dying Light's urban setting leads to innumerable aliased edges on buildings, objects, and vehicles. To reduce their visibility, a fast post-process anti-aliasing technique has been drafted in. Combined with visual effects, fast gameplay, and (optional) motion blur, the post-process anti-aliasing does a decent job, greatly reducing the visibility of Dying Light's jaggies.
An enlarged comparison better highlights the high degree of aliasing, the impact of anti-aliasing, and the surprisingly lack of texture blur that's typically associated with post-process anti-aliasing techniques.
If you're seeking extra performance we'd recommend lowering the foliage grass setting to Medium, but no lower. On Low, the ground is bare in many locations, and what grass that does remain does little to improve image quality.
The Shadow Map Size setting controls the quality of shadows, despite its funky name. Higher settings equal better shadows with clearly visible detail, and fewer artifacts that distort or alias shadows.
If you're searching for extra performance, drop Shadow Quality to Medium, but we wouldn't recommend going any lower - on Low there's an appreciable reduction in shadow quality in all scenes, and Very Low sees the complete loss of all shadow definition.
Unfortunately, Dying Light doesn't allow for Texture Quality to be changed mid-game. This, combined with checkpoint-style respawn locations and a constantly-changing time of day make direct comparisons in interesting locations impossible. From testing, it appears that there is no difference in quality between the two settings, and that High may merely be storing more textures in memory on suitably equipped GPUs. For example, running around an area on Medium resulted in a modicum of texture pop-in and VRAM usage of around 2GB. Repeating the test on High resulted in zero pop-in and VRAM usage that topped out at 3.3GB, though during longer gameplay sessions usage of nearly 4GB has been observed.
With so many variables it's impossible to draw any definitive conclusions, so all we can suggest is that you try High and see how you fare. If there's heavy stuttering it suggests you've hit the limits of your GPU and need to use a lower setting.
Of all settings, View Distance has the largest impact on performance, reducing framerates by more than half at 1920x1080. Note: Patch 1.2.1, released January 30th 2015 has altered the View Distance setting. Click here to learn more.
In many other games a View Distance setting would reduce the overall visibility of the world, adding fog to hide detail, to improve the framerate. In Dying Light, however, the world is permanently visible as the player needs to plan their parkour route from A to B. With the removal of key geometry off the table, View Distance's attentions are instead turned towards extra, non-essential building detail, zombies, vehicles, objects, trees, and cliffs. Many of these features also fail to cast shadows at lower qualities, which in some scenes can greatly diminish image quality.
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