Project Zomboid

Project Zomboid

This game needs DLSS if you want to heavily mod it
DLSS would benefit the game by a lot. Especially with the new RTX 50 series.
Less lag. Less lag by Mods. Less lag by copious amounts of Zombies for the Crazy ones that love x16 population among us.
Should be implemented into both Build 42 and Build 41.
Build 41 cause older mods wont be ported to Build 42 and for the legacy combat experience when you love bashing Zombie heads over mowing them down with Guns. And because Build 41 suffers in Performance a lot compared to Build 42.
That would ensure the longevity of both Builds and would be the perfect final addition to Build 41 as a farewell to Build 41.

If DLSS isnt a option i'd suggest Multithreading or adding code optimizations from Build 42 to Build 41.
Last edited by LunaVTF.bsp; Jan 14 @ 3:20am
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Showing 1-15 of 21 comments
Alex Jan 14 @ 4:03am 
There is also fsr.
But I doubt it would change much on that graphics, physics give much more load in the game.
Originally posted by Alex:
There is also fsr.
But I doubt it would change much on that graphics, physics give much more load in the game.
Physics and giving load in the game??????

What.
aside from vehicles and zombies and players falls. Only thing of Physics simulated is the Cars.
You cant tell me a game where items dont posess any physical properties and even float in the air if you destroy the floor they are on in the second story has heavy lifting on physics?!
Thats a load of ♥♥♥♥♥♥♥♥.

Even zombies need a bit to fall like being on the roof or throwing themselves out the window which they rarely do anywhere else that is not the ground floor.
The player rarely throws themselves out of a several stories building as well and Vehicles have only be Physical simulated if the player is near enough to interact with them.
Physics? This game has barebones Physics.
Not even close to just Half Life 1 on Goldsource. Far from it.
This Games Physics are closer to doom than to anything that is actually requiring heavylifting.
Shurenai Jan 14 @ 7:58am 
DLSS is not a magic button. You're still playing the game at a low FPS- Which means you have the latency of low FPS, And controls like it's low FPS- Because it is. It's just smoother to the eye due to the faked frames inbetween the real frames.

It would just be less Visual lag.
DLSS isn't going to magically make your CPU process more stuff faster.
TROiDEN Jan 14 @ 8:38am 
This game is CPU heavy, GPU matters way less.
Alex Jan 14 @ 1:18pm 
Originally posted by LunaFM.bsp:
If DLSS isnt a option i'd suggest Multithreading or adding code optimizations from Build 42 to Build 41.
That spending alot time and efforts on old branch makes zero sense from the point of dev. Since focus is on polishing next branch, 42.
It's like recreating Oblivion on Skyrim engine. Or porting DX12 from win10 to win7.
DLSS (or FSR) won't be part of 42 since it's feature locked already. And that's not magical "add +500% to fps with marginal effort to any game" dev button anyway.
Didn't you ponder, why there are hundreds games with the feature support and thousands without?

Yes, by physics I mean calculating zombies and cars and bullets. You can make a fancy ryzen stutter shooting a big enough horde, and dlss won't make any noticeable difference in that case.
Last edited by Alex; Jan 14 @ 1:28pm
Originally posted by Alex:
Originally posted by LunaFM.bsp:
If DLSS isnt a option i'd suggest Multithreading or adding code optimizations from Build 42 to Build 41.
That spending alot time and efforts on old branch makes zero sense from the point of dev. Since focus is on polishing next branch, 42.
It's like recreating Oblivion on Skyrim engine. Or porting DX12 from win10 to win7.
DLSS (or FSR) won't be part of 42 since it's feature locked already. And that's not magical "add +500% to fps with marginal effort to any game" dev button anyway.
Didn't you ponder, why there are hundreds games with the feature support and thousands without?

Yes, by physics I mean calculating zombies and cars and bullets. You can make a fancy ryzen stutter shooting a big enough horde, and dlss won't make any noticeable difference in that case.
DLSS is part of the Engine and Not part of what is built on the engine (Features are built onto the engine).
i cant stand looking at almost any new game with temporal AA baked in to the always-on DLSS making the game have a constant smeared look to it, and it never ceases to amaze me that people are DESPERATE for it in more of their games.
if you want that experience you can just put vaseline on your monitor & leave the rest of us out of it
Do people not know how DLSS actually works ?

This game doesn't use much GPU acceleration if any, its mostly CPU bound which DLSS cannot help with.

and even if it could use DLSS I doubt having the latency penalty of 4xFG would help at all, its an extra 50Ms of latency at best, at worst its more, combined with the terrible image quality due to low resolution assets it would look and play like a dogs breakfast.

Even FSR cannot help here.

What this game needs is a good strong CPU with high single core IPC and high speed, this will help more than any GPU can.
Compute is heavy. Probably would benefit from some GPU side processing (async compute) for less than necessary systems. (eg: stuff further away that could handle a few double checks for errors)
Not DLSS
Last edited by LithiumFox; Jan 14 @ 9:47pm
TrashPanda Jan 14 @ 11:24pm 
Originally posted by LithiumFox:
Compute is heavy. Probably would benefit from some GPU side processing (async compute) for less than necessary systems. (eg: stuff further away that could handle a few double checks for errors)
Not DLSS
Yeah but im not sure its easy to do in java which this game uses heavily, its really got similar issues to Minecraft java both are relying on systems that should have been retired years ago and are both now too far gone to simply switch to another dev kit.

Im 100% sure PZ would be far better off if it had been developed under Unity or UE both of which makes it super easy to offload processing to the GPU to speed things up, something like nanite would have made 10s of thousands of Zomboids possible with little to zero impact on the game, same with trees and static other objects that need to be replicated in the hundreds quickly.

But alas hindsight is utterly useless.
Last edited by TrashPanda; Jan 14 @ 11:28pm
5P4RK4 Jan 14 @ 11:35pm 
bro lmao
Owl Jan 15 @ 3:49am 
Originally posted by Alex:
There is also fsr.
But I doubt it would change much on that graphics, physics give much more load in the game.

Not true. Physics only 'give load' when they're being simulated, which is only when you're driving a car in Zomboid.
Death Jan 15 @ 5:46am 
Originally posted by TrashPanda:
Originally posted by LithiumFox:
Compute is heavy. Probably would benefit from some GPU side processing (async compute) for less than necessary systems. (eg: stuff further away that could handle a few double checks for errors)
Not DLSS
Yeah but im not sure its easy to do in java which this game uses heavily, its really got similar issues to Minecraft java both are relying on systems that should have been retired years ago and are both now too far gone to simply switch to another dev kit.

Im 100% sure PZ would be far better off if it had been developed under Unity or UE both of which makes it super easy to offload processing to the GPU to speed things up, something like nanite would have made 10s of thousands of Zomboids possible with little to zero impact on the game, same with trees and static other objects that need to be replicated in the hundreds quickly.

But alas hindsight is utterly useless.
Actually they did consider other engines at one point, but Unity and Unreal weren't feasible options due to expense and by the time they became an affordable option, TIS had already passed the point of no return. It would've taken years more to get everything back to where it was at the time on a new engine.
Kennedy Jan 15 @ 9:48am 
Game doesn't need DLSS, it needs a rewrite in C++ or similar.
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Date Posted: Jan 14 @ 3:19am
Posts: 21