Dynamic Culling: The way POE2 is meant to be played?
Due to really bad performance on PS5 I tried to activate the graphics option called "dynamic culling". The option states that some non-essential particles are removed in order to achieve the target framerate. The option is hinted as experimental and may cause visual artifacts.
The result is (as expected) not very visually appealing. However, I noticed that there is something very different with my character's movement and survivability with activated dynamic culling. So, I tested it with the same character and gear on white mobs (same area, same type) and bosses with and without dynamic culling while using movement only (no dodge roll). It's also worth mentioning that I only changed exactly this one setting and restarted the game client by using the close functionality of the PS5 operating system. The result was very surprising. Character's movement seems waaay more fluent and faster with dynamic culling on. And no, it's not just about higher framerate. It's like the handbreak was released on the character. The other - more important - effect was damage calculation. Without dynamic culling my character did take damage despite being clearly outside the monster's attack range. It's as if the displayed character position was different from the position which was used for damage calculation. Activating dynamic culling fixed that. Tested on PS5 game client v0.1.0e. My graphics settings are as follows: Dynamic resolution: on Upscale mode: FSR Max image quality: No Upscale (native AA) Sharpness: 15% Scene brightness: 0.0 UI brightness: 0.0 Lighting: shadows + global illumination Bloom: 100% Refresh rate: 60 Hz Last bumped on Dec 25, 2024, 5:49:42 PM
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