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How BHVR could increase their game performance with up to 500% (and even more).
Yes, you read right. If BHVR added DX12 Ultimate Mesh Shaders, which changes how shadows are calculated, the graphical part of the game could get 500% more performance.
3DMark has a benchmark which can show the performance difference with the new vs "old" Mesh Shaders.
I know this benchmark is made to show an extremely big performance gain, and a realistic performance gain would be around 100%, but it is just to show how much performance games isn't utilizing.
Also, this performance will get doubled if the devs added DLSS 2.0 to the game (which is easy since Nvidia released an Unreal Engine plugin with the feature, so it would literally take a game developer that uses Unreal Engine like MAX 2 hours to add.)
Conclustion: If BHVR just took some time to implement those two "new" features, their game would run a lot better. This would also allow consoles to run the game at 4k 60fps maybe more? 1440p 120 fps would be the sweet spot.
Comments
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That's not how it works my man... You won't get 400+ fps for using DX12's shaders. You have to take everything into account such as code (which is written by BHVR employees therefore it most likely is literally junkcode), graphical renderings, dynamic lights and others.
Of course this would be an improvement but at least for me it wouldn't make a difference since the game has been capped @ 120 FPS for ages now.
(Also PS4's use OpenGL iirc)
@MandyTalk https://forums.unrealengine.com/community/general-discussion/14116-demo-benchmark-landscapemountains-exe-62fps?p=215815#post215815
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i have no ideia how this works, but i totally agree
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As i said, it would not be realistic to get 500% extra fps, since that benchmark was built to show the difference, but my guess is there will be around a 100% performance gain, since there's a lot of shadows in the game (at least on ultra). And it isn't just "DX12's shaders". This is a feature thats only supported in DX12 Ultimate, and its a whole new way of rendering shadows.
And its also easy to unlock the fps. And even if higher end systems at 1080p might not see any difference, people who are playing on low end PC's will see a big difference, and people that plays on 4K.
Idk if the games rendering path on Consoles is OpenGL (which i dont think, but i could be wrong). If thats the case, this will of course not work on consoles.
AND its not the devs that have "coded" shadows. Shadows are just a feature in Unreal Engine that can be toggled on. So no, the current shadows doesn't have anything with BHVR to do and they haven't "coded" them. The same applies with many other grapical options.
Have a great day :)
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So easy. Why don't you apply for a job at BHVR and do it for all of us. Take one for the team man.
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Didn't say Mesh Shaders are an easy thing to add, but DLSS 2.0 is. Since Nvidia released a public plugin for DLSS, it is now way easier to add. This tutorial is 7 minutes and it shows how to add DLSS 2.0 in a Unreal Engine game: https://www.youtube.com/watch?v=4JkHE48YptA
Of course its gonna take a little longer if they have to add some UI elementes in the options menu, but the feature takes 7 mins to add. There's no good excuses for not adding the feature since it can double the FPS and looks way better than their current anti alising, TSAA.
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Why don't you apply for a job at BHVR and add DLSS 2.0 to the game. It's easy so you can do it. I believe in you.
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Because i personally dont want to work at BHVR. It's that simple.
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I don't know ######### about this sort of thing but if true, better performance would be nice. Especially for console players who have seemingly had it rough.
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Literally never said the shadows were coded... SMDH
You didn't point a single thing to counter my arguments yet
How old are you if you don't mind me asking?
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In terms of performance, DBD is the only game I have issues with. BHVR promised optimization back in 2019 but we not recieved any update since. Their priorities seem to be with re-colored cosmetics and pointless changes like the new HUD and chat filter.
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better dps on highend machines or low end?
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Well yes i did. You can easily bypass the 120 fps cap, and the devs "junkcode" doesnt have much to do with graphical optimizations, thats more on the CPU, and they also need some optimization in that part. The game is still heavy CPU bound to the world rendering thread, which they really need to split onto more threads. So you're kinda right that their code should be optimized better, but that wont effect GPU performance much.
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Overall better performance.
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Once again, I never said the code has something to do with graphics...
Anyways I am not opposed to the idea upgrading is always good, the thing is I know they won't give a sh1t so why bother :shrug:
Perhaps even if they do they'll break something idk maybe when opening chests
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or maybe accidentally nerf pig
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I suppose that could happen :shrug: It's BHVR
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It is definetely rough on console
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If it was that easy they probably would have done it already...
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Unlikely considering how many easy changes aren't put into the game in general.
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You would think they are easy but then they end up completely destroying something totally unrelated
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Well DLSS 2.0 is very easy to add. But this will only work on Nvidia RTX gpus. Even if lets say 10% of the player base has a rtx gpu, it would still be worth it, considering it only takes 7 mins to add in Unreal Engine lmao. There's tutorials on youtube how to add it that takes less than 7 minutes.
The reason they haven't added it is this plugin for Unreal Engine was released like 2 weeks ago. Before Nvidia released the plugin, devs would have to contact Nvidia and work on it together to get it to work, and thats why they haven't done it yet. But now there's no reason not to add it.
The DX12 Ultimate Mesh Shaders are a lot hader to add, and takes way more work, but they should really think about it.
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Nice plug. Of course since none of us (who aren't the DEV) know how their code works, that is a pretty big assumption even IF (big if) the COMMERCIAL you just gave us was actually true. And we all know commercials are generally NOT true.
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I've not a single clue how any of this work, but BHVR so i'm tempted to believe it.
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It is true and you can run the benchmark yourself XD (you need to pay for 3DMark)
Or even just search for DX12 Ultimate Mesh Shaders performance test
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It doesnt work like that.
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So this might improve maybe 10% of PC players? From what I've seen of the devs methods, they don't even consider changes that do not include all platforms.
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False. Around 100% more performance. And dont you think using 1 out of the 300+ devs to add this feature would be helpfull when it takes a total of 7 minutes to add? And when AMD releases their alternative to DLSS, consoles will probably also be able to use that feature.
And IF consoles uses OpenGL to render the game, Mesh Shaders will not be able to be implemented to them, but im pretty sure they also use DX11.
What about reading what i said in the post(s) before saying something completely wrong?
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Well if it doesnt, then tell me how it works. Because i'm pretty sure i have read too many articles about it already.
And if you talk about DLSS, then definitely yes. Just look at Cyberpunk. With Max settings, the game runs at like 20 FPS. When DLSS is on, it gets boosted to around 55-60 FPS without any visual quality loss. Thats just the power of AI. And this feature takes 7 minutes to add in Unreal Engine.
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