With no chance to look at final code for Dying Light on any platform prior to its US release yesterday, it's safe to say that we're still in the early stages of our full multi-platform analysis - but we have played enough of the PlayStation 4 and Xbox One versions to offer up an initial look at game performance.
Running on Chrome Engine 6, Dying Light represents Techland's first efforts on current-gen hardware, with a focus on a truly open city built from assets designed to appear physically correct within the game's lighting system. Early last year, the developers boasted that they were targeting 1080p60 for both consoles but, this past December they rolled back expectations by admitting that 1080p30 was the final target. Previous Techland titles have exhibited somewhat unstable performance, occasionally running fully unlocked with a lot of screen-tear, so anything resembling a smooth, consistent update with a solid 30fps would represent clear progression from the studio.
As things stand, we're seeing a capped 30fps with a soft v-sync solution where torn frames are introduced when the game doesn't quite reach its target update. As an open world title, the performance is quite stable, feeling smooth and solid as you explore the massive environment. There is a tangible difference between the two versions when it comes to performance, though. By and large, the experience on PlayStation 4 is a locked 30fps with very minor dips in certain circumstances - at least based on our first few hours of gameplay, which includes a good amount of time running around the city looking for mayhem.
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Running on Chrome Engine 6, Dying Light represents Techland's first efforts on current-gen hardware, with a focus on a truly open city built from assets designed to appear physically correct within the game's lighting system. Early last year, the developers boasted that they were targeting 1080p60 for both consoles but, this past December they rolled back expectations by admitting that 1080p30 was the final target. Previous Techland titles have exhibited somewhat unstable performance, occasionally running fully unlocked with a lot of screen-tear, so anything resembling a smooth, consistent update with a solid 30fps would represent clear progression from the studio.
As things stand, we're seeing a capped 30fps with a soft v-sync solution where torn frames are introduced when the game doesn't quite reach its target update. As an open world title, the performance is quite stable, feeling smooth and solid as you explore the massive environment. There is a tangible difference between the two versions when it comes to performance, though. By and large, the experience on PlayStation 4 is a locked 30fps with very minor dips in certain circumstances - at least based on our first few hours of gameplay, which includes a good amount of time running around the city looking for mayhem.
Read more…
More...