Partially unlocked Fury Tri-X going by the signature specs, actually the same GPU model I'm using and the same partial unlock.
But yeah something with this game does not like AMD, possibly also Win10 but that particular WDDM 2.1 issue should have been fixed in a earlier cumulative update already.
(D3D9 games saw a performance drop when using WDDM 2.1 compatible display drivers.)
(No idea why they didn't use D3D9ex at least or ideally a bigger overhaul to D3D11 but I guess it would be too much work...)
http://steamcommunity.com/app/462780/discussions/0/154642447917237235/
- Aspect ratio works now in windowed mode, should work with full screen and non 16:9 Monitors (please give feedback)
- FOV settings (auto and user controlled) work now in all cases
- Framerate cap lifted from ~ 100 fps to ~330 fps
- Mouse wheel should now work as input (its default for switching targets)
(I suppose ~300 is good for future proofing for upcoming high refresh rate monitors if we're going to exceed 240hz though it's a interesting cap even so, and still Better than some other games that go haywire when you exceed 60, or even 30 frames-per-second...)
- Fix for AMD performance problems
- Fix for users with Non-ANSII character based usernames that had problems to get config saved / loaded
- Fix for users without pre-existing keyboard config could not load / save keyboard config
Note : If you had working keyboard config load / save, then please copy your keyboard configuration to the new place.
The old file was %localappdata%\Darksiders\controls.dcon
New location and filename is %appdata%\kaiko\darksiders1\keymapping.bin
Please just copy the file and rename it.
Well it is a re-release of the original Darksiders game with some smaller tweaks and adjustments not a complete remake.
(Texture improvements, various shader tweaks and some engine adjustments for improved compatibility with newer systems and perhaps some bug fixes but they're not re-doing any major gameplay elements.)
(Creating the assets and animations required for in-game cinematics for example rather than just using the pre-rendered existing ones maybe with some upscaling and sharpening.)
Yeah I remember it being brought up pretty often so that's probably why they changed it for the sequel.
Unfortunately Deathinitive for Darksiders 2 was abandoned with the last update in some permanent beta state but perhaps they won't be as quick to leave this game though I guess that's entirely dependent on sales.
I am a few hours in and although I was having fun at first I am now bored because it is all about platforming and puzzles where I am. It is mostly about aiming bombs and clearing paths to get some swords to clear a path to press a switch to make some progress to get another sword ... no story, no battles, nothing.
Should I give it up here and go for the sequel? This is getting to be more and more the kind of obtuse console action platformer that I don't like and less a hack'n'slash action game.
The sequel mixes it up a bit with a very open world design though still hub based though the actual temples and such you travel to tend to focus heavily on puzzles from simpler platforming to using upgrades you earn to progress to previously unreachable areas, backtracking too.
(There's combat too and the boss fight of course but some rooms can be pretty empty as you have to roll boulders or platform around the area.)
It's also basically rule of 3 the game, every major plot point seems to require three different thingies before you can advance and several of the side quests require it as well.
It's a bit different with added role-play mechanics as well from leveling to item drops where you'll constantly change your equipment as higher level stuff is dropped and weapons and armor will drop at a pretty constant rate though there are a few set pieces and uniques to obtain and the "Deathinitive" version implements the pre-order bonuses as rewards throughout the game. (Powerful but still leveled although a few pieces level with you.)
A few hours in with the first game would mean you're a bit around the church point and Tiamat then getting some of the initial progression upgrades / tools and now the game is basically using it as you progresses to the next plot point.
That does happen a few times, it goes back to combat and story as you get to the other areas but there's some moments where it's very puzzle focused as well relying on the new gadget you got.
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