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Dying Light Sees the Light of Day

By KenpoJuJitsu329-01-2015

Yo jurors! It looks like Dying Light has finally hit release. Sporting some sweet parkour, a weapon crafting system and some robust skill trees the game looks like it's delivering on the promise of being Dead Mirror's Edge Island Plus. Well...it looks like it on paper anyway.

While the game is out, we're sorry to report that we won't have a review up immediately nor will most other gaming outlets because Techland opted not to send out review codes of the game until about 12 hours before launch. While they didn't put out a review embargo, sending out codes late is even worse because with an embargo reviews can at least go live on launch day as opposed to days later.

Now, I know what you might be thinking. They must have something to hide. Well if various forums and some other media outlets are to be believed that's exactly it. A number of players and sites are reporting that while the game's performance is solid during the tutorial the frame rate tanks hard into a stuttery, hitchy, low frame rate mess as soon as the player is allowed into the game world proper. Some are reporting that the game is only effectively using a single core on the CPU. Possible workarounds have been lowering the draw distance to 50% or less and/or turning off v-sync.

The game itself appears to be solid fun but the performance currently is being reported as less than optimal in a number of places. The developers commented on the Steam forums that they believe they have the some of the issues locked down and work on fixes is forthcoming...so that confirms that there are indeed some amount of known launch issues.

What say you jurors? Are you interested in a little parkour through a zombie invested city? Or are you shambling by this title in favor of something in a better release state? Let us know in the comments.

For more news on this and other games, keep hopping over to Pixel Judge. This news is adjourned.

Comments (5)
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Posts: 3290

And the verdict is...still had a few instances where my framera6e tanked. Outside of having billions of ZOMGbies and/or ten mollies going off at once, which is to be expected. But in two and a half hours of play, only three or four times where it was a problem.

Seems there's still some room for improvement, but nothing major anymore

Posts: 3290

This bodes extremely well. I'm about to jump in myself. Shall be back to let you know how it works out on my end

Posts: 223

Well, after playing the game from when I posted the comment until this very point in time, I was getting an average of 40-50fps outside and 70fps inside. So the patch has definitely improved the performance! :) I was even able to max all settings (bar view distance - I keep that zero as I can't really see any difference) and get a fairly stable 30fps but I sacrifice a few visual options to gain that little extra frame boost!

Posts: 3290

What Ruby said.

The Framerate hit, in my case, is espceially infuriating because it drops to the point it freezes completely sometimes. But damn if it ain't worth putting up with...for a while.

Still hope this patch fixes it though

Posts: 223

I've put in about 4 hours so far and I can safely say that I will be putting in many more. The game is a lot of fun, sure the performance isn't up to scratch (an update is currently downloading on Steam as I type this which I believe MAY fix the low frame rate) but the traversal and combat are a lot of fun.

The combat is very similar to Dead Island - Techland being the developer for DL and DI, but the real star of the show is the parkour. It is so much fun jumping and running around and being able to climb anything.

I usually get around 30fps in the outside areas and 60+ indoors so I will leave another comment in a little while to see if the patch has improved the performance by any significant amount