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Dragon's Dogma II (PC/PS5/Xbox Series) - Information Thread, update: "A Brilliant Game In Need Of Technical Improvements" (Digital Foundry review)


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9 minutes ago, skillzdadirecta said:

Yeah fuck that... I never thought there was such a thing as being TOO British.  I know he's speaking english but I'll be damned if I can make out what he's saying and I can watch Guy Ritchie movies without subtitles. Somebody summerize this shit.

Game is kind of a hot mess on every platform right now, mostly due to CPU overutilization with regards to "NPC state models and location tracking," which Capcom is investigating and hope to have a patch out.

 

Honestly the game is running way worse than it should for no apparent reason, as it's not much of a looker and there's not actually much happening in the world. This ain't even doing 1/100th the simulation work of a Tears of the Kingdom. In fact, it appears to be largely the same kind of CPU load you'd expect out of the first game. Hopefully they get it resolved quickly.

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4 hours ago, best3444 said:

Samsung OLED 65in. I did absolutely everything in my power to get the XSX to look like my PS5 and no matter what I do the XSX is a bit more washed out. Don't get me wrong, it still looks excellent but PS5 games absolutely pop on this TV. 

 

I think we've traveled this road before but are you sure that it's not the input that's making it look that way? I know on my TV every input has a different picture setting that I have to adjust, perhaps you haven't adjusted the picture settings for whatever input your Xbox is on. That and make sure the video settings on your Xbox are correct.

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It’s also interesting that IGN didn’t mention VRR on series X if it helped the feel of the game to smooth out those dips. Whether it felt like it did anything or you couldn’t tell at all. 
 

But in their video it appears the PS5 looks better than the series X. Though maybe they have the same Tv Best does. 

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8 minutes ago, Spawn_of_Apathy said:

It’s also interesting that IGN didn’t mention VRR on series X if it helped the feel of the game to smooth out those dips.

he does mention it and says it doesn't help because of some tchnical jargon i coulnd't quite make out.

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45 minutes ago, Spawn_of_Apathy said:

It’s also interesting that IGN didn’t mention VRR on series X if it helped the feel of the game to smooth out those dips. Whether it felt like it did anything or you couldn’t tell at all. 

 

"VRR will not help here as all of the consoles are often below the required range and can even stutter into 50/80 milliseconds frequently during many areas and that cannot be resolved by the technology."

 

Whatever that means.

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He's saying that most VRR, especially on TVs, operate within a certain range of viable framerates. Low framerate compensation can make up for this, but I don't know the specifics so I'm not sure it would apply here.


Further, he's saying that the stutters aren't just tiny thing you might get with general framerate variance, but actual big stutters that VRR can't compensate for. VRR isn't magic; if something stutters, it'll stutter in VRR. If something has BIG stutters, VRR won't even help dress it up in a skirt and cheap makeup.

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7 hours ago, Spawn_of_Apathy said:

It’s also interesting that IGN didn’t mention VRR on series X if it helped the feel of the game to smooth out those dips. Whether it felt like it did anything or you couldn’t tell at all. 
 

But in their video it appears the PS5 looks better than the series X. Though maybe they have the same Tv Best does. 


The Fextralife guy said he thought it looked and was running better on the PS5 as well. 
 

Sony. Da. Best. 

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57 minutes ago, Spawn_of_Apathy said:


well there ya go @best3444  console experience gonna be sub par either way, but PS5 version is just slightly less sub par in all areas. 

 

Thank you! I really was hoping it turned out better on PS5. I'll be fine with performance. I'm not picky at all. 

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11 hours ago, Keyser_Soze said:

 

I think we've traveled this road before but are you sure that it's not the input that's making it look that way? I know on my TV every input has a different picture setting that I have to adjust, perhaps you haven't adjusted the picture settings for whatever input your Xbox is on. That and make sure the video settings on your Xbox are correct.

 

I've done it all. Trust me. Thanks though. 

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Just now, best3444 said:

I'm contemplating playing this at midnight like a true junkie. 

Oh hell naw. I haven’t done that in a long time. I think the last time was for a CoD release. I felt like ass the entire next day. 

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3 minutes ago, best3444 said:

I'm contemplating playing this at midnight like a true junkie. 

3 extra hours of gaming time tonight = laggy 16 hours the next day. This math stopped working for me past 40. 

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WWW.GAMESRADAR.COM

Players are taking performance-related matters into their own hands in the most evil way imaginable

 

 

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Dragon's Dogma 2 is almost upon us, and early review scores have already placed it significantly higher than its predecessor – an enticing thought for fans of the original. While critics have been full of praise for it, however, some concerns have been raised about the RPG's framerate on PC, which is reportedly a bit shaky in places. 

 

This is something that's already been acknowledged by Capcom in a statement sent to IGN. The developer states that "a large amount of CPU usage is allocated to each character and dynamically calculates the impact of their physical presence in various environments." Because of this, it explains, in situations where a whole bunch of characters are present simultaneously, CPU usage "can be very high," which may, in turn, impact the framerate. 

 

Although the developer is already investigating ways "to improve performance in the future," Dragon's Dogma 2 players have taken this information and are running with it. How? By gearing up for the RPG's launch by planning the murder of innocent NPCs. It's a rather extreme move, and certainly not one that's been suggested by Capcom, which previously confirmed that dead NPCs will stay dead forever (unless resurrected). But, hungry to boost their framerate by any means necessary, this clearly isn't enough to put some people off the idea. 

 

Over on the RPG's subreddit, some players are already planning to collaborate on producing a list of "inconsequential NPCs" to kill off without potentially missing out on quests and content, while others have suggested murdering NPCs after completing quests for them. It all sounds very evil if we're being honest, but the concept has inspired plenty of cursed memes as players come to terms with the idea of carrying out a murder spree for the sake of a few more juicy frames per second. 

 

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Pawns are inherently goofy characters, so don't be afraid to have fun with their designs.

 

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When I started my Dragon's Dogma 2 playthrough, I modeled my main pawn after the creature I know best in this world: my cat Riley. In real life she's a short, wide-faced buffoon with a knack for napping, but for the purposes of serving the Arisen, videogame Riley is a beefy beastren mage who manages healing on the battlefield. I was happy with my choice of main companion until I started recruiting pawns created by other players and realized just how freaky you can get with the Dragon's Dogma 2 character creator.

 

Like, lugging my cat around is cute and all, but I could've been more creative, like the Arisen who designed my favorite pawn. His name is Frog Nasty, and he's been in my party for the majority of my 20 hours with Dragon's Dogma 2. Frog Nasty (pictured with me above) is a tall, lanky fella with unpredictably angular features, a receding hairline, rosy red cheeks, and a sickly green complexion. He's a work of art, and a master Thief.

 

I picked up Frog Nasty because he was the first pawn to make me laugh, but as Dragon's Dogma fans probably could've predicted, I quickly got attached.

 

Frog Nasty is always the first to spring into action when a gang of goblins accost us on the road. In combat, he's more proactive and deadly than the Warrior and Archer pawns I've paired with him. He overwhelms small enemies with dual blade combos, yanks harpies out of the sky with a grapple hook (that move alone makes me want to switch to Thief myself), and true to his moniker, he's the only pawn I've seen leap onto large monsters of his own volition. When the dust settles, his nasally announcement that the coast is clear is as healing as a Mage's magick.

 

Our strongest bonding moment came during a fight with a griffin that ambushed our ox cart. Frog Nasty was struggling to get a decent hit on the beast hovering out of reach, so when it finally touched the ground, I used a neat Fighter ability to launch Frog Nasty upward with my shield. He landed dead center on the griffin, which promptly abandoned the battle with Frog Nasty still hanging on. I thought he'd eventually let go, but he just hung on tight, soaring away until the pair was just a speck on the horizon. My favorite pawn had been kidnapped! Except, a moment later Frog Nasty appeared behind me and greeted the party like nothing had happened.

 

 

 

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Every RPG set in a massive open world expects you to spend a large amount of time exploring its multitude of nooks and crannies, but most of them also let you take a load off, zipping between previously visited locations instantaneously. Robust fast travel options have long been standard, but while they are undoubtedly convenient, they remove some of the magic of exploration. Not so in Dragon's Dogma 2, however, where fast travel is a treat that must be earned. 

 

By the end of the game, you will have only discovered a few fixed fast travel points, leaving the vast majority of the world only reachable by hoofing it. There are portable fast travel devices you can plonk down anywhere, but these are also few in number. And in both cases you'll still need to waste a ferrystone to travel to them, one-use stones which are usually hidden away in chests and dungeons, or doled out for completing specific quests. Eventually you'll have quite a few, but for much of the game these will be precious, always making you second guess if the trip is worth the cost.

 

There are also a couple of ways to get around faster that aren't technically fast travel options. Ox carts connect some of the world's settlements together in a public transit system, departing from towns each morning and reaching the end of the journey in the late afternoon. This taxi service ain't free, however, and while you can choose to take a nap to speed up the journey (it's even slower than walking if you don't), there's a very good chance you'll be rudely awoken by an ambush—wolves, goblins and bandits, mostly, but occasionally nastier foes. Sometimes the cart is destroyed in the fight, forcing you to walk the rest of the way. Sorry, no refunds. 

 

 

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