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anecdotal though it might seem, and not backed up by empirical data of my own, it also feels a ♥♥♥♥♥♥♥ worse than the OG release did, with ghosting up the wazoo
and in saying that, the OG release was no saint
it's not the only major thing kojipro borked in transition: the world-state system that controls road accreditation, among other things, isn't working either
in the original release it would cycle quite frequently, usually upon changing regions and like clockwork upon changing chapters
after 120 hours of DC, i'm still seeing the exact same names on the same segments of road, sometimes from players that haven't touched DC since release
The game would lock to half of the refresh rate that it was running on during cutscenes. so if you are playing at 60fps, it would lock to 30 during cutscenes.
if you pause and unpause the game, it goes back to 60. its pretty jarring to see this drop occur and I have no idea why no one at Koji Pro noticed this issue earlier when QA testing.
yes this is damn true, totally agree !
This bug is also shocking, so in Death Stranding when on bike nd your doing a long wheelie, and you want to go right or left, the directional input gets suddenly reversed, left becomes right nd right becomes left, this bug is fixed in Death Stranding DC, but did not deserve a fix in Death Stranding Base. I mean that is pretty bad, nd unethical, you dont need to force people like that to get dlc update.
Anyway, does that mean both tests got results of CPU UTIL stayed almost equal to base, while GPU UTIL went lower than base?
My less powerful RX6600 ran at higher clocks and utilization on the base version, his RX6800 ran at lower clocks and utilization on the base version. (compared to DC)
Both experienced a 20% drop in FPS on the DC version compared to the base game.
OP was getting 101 fps on base game vs 85 on DC (4k)
I was getting 107 fps on base game vs 89 on DC (1080p)
AMD Ryzen 5 (6 core, 3.6 GHz unboosted)
Geforce GTX 1650 Super
16 GB Ram.
Yeah, it's low-mid budget PC, but I have ran every single game besides this with no problems.
About the test, the result seems clear, GPU UTIL hadn't reached 100%, meaning GPU work is dragged down by something, and only one question left.
Did both tests run in offline and no structure environments?
Because after I did the max 120 FPS measurement in DS:DC, it looks like it is something related to how many structures surrounding you, rather than just merely performance.
No, I dont think it has any thing to do with structures or gpu utilisation at some degree. For example my gpu utilisation is different then the other guy, but we loste about 20 % average fps both which is allot, nd translates to poor optimization in game engine nd hardware.
About your structure claim, how did you arive at this conclusion ? I mean, why do you think structure cause fps loss, how you test this. Lets assume structures generally causes overal fps dips in both games, but does it change the fact that one of the games runs better then the other, I dont think so. The play test we did for both games was exactly the same, to ensure both game run nd played in same scenario to have a clear understanding of the outcome.
This
Also If you want to help, provide real data with performance logging for both games, We used amd adrenalin software. You can use same layout I made.
Results from Nvidia performance overlay
DC version:
https://steamcommunity.com/sharedfiles/filedetails/?id=2810836774
Base version:
https://steamcommunity.com/sharedfiles/filedetails/?id=2810836858
Hardware:
AMD Ryzen 7 5800X
Gigabyte AORUS B550 motherboard PRO AC
Gigabyte AORUS Nvidia GeForce RTX 2070S 8G
2 x 16 GB DDR4 RAM 3200MHz
M.2 NvMe, OS disk and DS:DC installation
SATA3 SSD, base installation
OS:
Windows 11 Pro 21H2 (22000.675)
In-game settings:
Very high graphics settings
DLSS:Quality
Motion blur off
Depth of field off
Vsync on
Max FPS 120
Shared network, all shared
DLSS library:
DC 2.3.7 (installed in current DC version)
Base 2.1.19 --> 2.3.7 (copied from DC version)
=====
* Last updated, DC: 15th May 2022
** Last updated, base: 21th May 2022
*** Only 7 seven locations had measured in the base version
East of Timefall Farm, the Torii (the screenshots):
119 - 120 FPS, 35% CPU, 75% GPU
(Base: 119 - 120 FPS, 35% CPU, 75% GPU)
Weather Station:
88 - 90 FPS, 36% CPU, 61% GPU
(Base: 115 - 119 FPS, 44% GPU, 80% GPU)
Distribution center of Lake Knot:
77 - 85 FPS, 44% CPU, 61% GPU
(Base: 98 - 102 FPS, 48% CPU, 71% GPU)
Crafter:
83 - 85 FPS, 40% CPU, 62% GPU
(Base: 106 - 111 FPS, 49% CPU, 75% GPU)
Incienerator, central region:
91 - 94 FPS, 44% CPU, 62% GPU
(Base: 119 - 120 FPS, 41% CPU, 81% GPU)
West coast, Chiral Relay:
106 - 120 FPS, 39% CPU, 74% GPU
(Base: 119 - 120 FPS, 32% CPU, 81% GPU)
Captial Knot:
106 - 112 FPS, 39% CPU, 72% GPU
(Base: 114 - 120 FPS, 39% CPU, 81% GPU)
Cutscreens:
60 FPS, 20% CPU, 40% GPU
Racetrack:
90 - 95 FPS, 42% CPU, 60% GPU
Timefall Farm:
75 - 85 FPS, 46% CPU, 66% GPU
Cosplayer:
85 - 88 FPS, 34% CPU, 55% GPU
Mama's Lab:
81 - 92 FPS, 44% CPU, 58% GPU
South Knot:
88 - 95 FPS, 42% CPU, 60% GPU
Film Director:
79 - 86 FPS, 40% CPU , 63% GPU
Middle Knot:
85 - 93 FPS, 41% CPU, 65% GPU
Middle Knot Crater coast:
82 - 86 FPS, 45% CPU, 63% GPU
Roadside factory ruin:
75 - 80 FPS, 42% CPU, 60% GPU
Elder:
82 - 86 FPS, 43% CPU, 63% GPU
Lake Knot:
86 - 93 FPS, 42% CPU, 62% GPU
Distribution center of Mountain Knot:
92 - 95 FPS, 41% CPU, 63% GPU
Mountain Knot:
85 - 90 FPS, 48% CPU, 63% GPU
Heartman's Lab:
86 - 89 FPS, 39% CPU, 64% GPU
West coast mountain:
95 - 101 FPS, 41% CPU, 70% GPU
Private Room (Central region):
114 - 120 FPS, 34% CPU, 70% GPU
Edge Knot:
100 - 105 FPS, 40% CPU, 65% GPU
Private Room (Eastern region):
119 - 120 FPS, 28% CPU, 69% GPU
Graveyard on ruined factory:
77 - 82 FPS, 40% CPU, 65% GPU
Distribution center of Captial Knot:
94 - 100 FPS, 40% CPU, 68% GPU
Port Knot:
98 - 104 FPS, 40% CPU, 70% GPU
Map/cargo/info menu:
119 - 120 FPS, 29% CPU, 59% GPU
The DS:DC definitely has something on its own, otherwise it won't have this huge different in FPS from location to location, and it is not something requiring you to compare with the base version to see the difference.
I don't consider base version and DC version comparison is valid and makes a lot of sense, before you can get more variables under controlled.
Rather than asking why DC and base have huge difference, better than getting the FPS difference solved in DC version first.
Check the location of screenshots, the Torii top in games, eyes toward South Knot. Both got 120 FPS and same load, if there is really 20% performance difference, it should reflect on here too.
Your average tests have too many variables. I cannot consider them to be valid tests.
Check the GPU utilisation, when FPS goes down, the GPU utilisation also goes down as it should be. This means something caused bottleneck to GPU, causing GPU cannot work at maximum.
I never got 80% GPU utilisation in DC version, but I got it easily to over 80% GPU utilisation in the base version, therefore I usually get better FPS on the base version.
The base version is netiher better nor worse than DC version. They perform same, when you eliminate many uncontrollable variables in the comparison.
That is why I said about structure (enviroment). If you ignore structure number difference, test result will always vary. Not to mention many players moved from the base to DC now, making the shared network has large difference.
I too experienced drops between DC and OG versions. But I transferred my save. I haven't bothered trying a new save yet, but I haven't completed the OG once yet, so I am not really minded to start a new save yet again to test the theory.
Okay that's interesting. I will have a look at a new save and do a comparison.