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Without recording add ~2-5% of performance. Game version: 1.54.0 with updated visuals from "Retouched Update" Timestamps 00:00 Settings 00:36 Slums 12:44 Old Town For recording i used Nvidia App. Nvidia App settings: 3840x2160 resolution; Framerate: 60; Bitrate: 70mbps. PC info: CPU: AMD Ryzen™ 9 5950X; GPU:GeForce RTX™ 3090 GAMING OC; RAM: G Skill TridentZ 64gb DDR4 3466 Mt/s (4 sticks, dual channel, quad rank) tCL 14, tRCDWR 8, tRCDRD 15, tRP 14, tRAS 29, tRC 43, tRRDS 4, tRRDL 4, tFAW 16, tWTRS 4, tWTRL 8, tRFC (ns) 160, tRFC 277; tRDRDSSCL 2, tWRWRSCL 2, tCWL 14, tRTP 6, tRDWR 9, tWRRD 5, tRDRD SD/DD 4, tWRWR SD/DD 6, GDM ON. Motherboard: ROG Crosshair VIII Hero X570 (WI-FI); Soundcard: Creative Sound BlasterX Ae-5 ; CPU Cooler: Icerberg Thermal IceFLOE OASIS 360mm AIO; Case: Corsair 780T; PSU: Corsair HX1200 Platinum 1200W; Operating system: Windows 11 Pro. (VBS/Memory integrity - OFF, HAGS - OFF, Game mode - OFF, Game bar - OFF) Game Drive - HDD (WDC WD4003FRYZ) 7200RPM, 256mb cache, CMR, 4TB. This is the drive you see on my RTSS performance overlay and it is being used solely for games, for video recording i use different hard drive. The "HDD" usage statistic you see on my overlay is ONLY from the game running and is not effected by any other application. Boot Drive - sata SSD, Samsung 850 EVO 512GB. All 5950x settings were set on AUTO. All 5950X settings were set on AUTO (in other words completely stock), amd virtualization feature has been disabled in the bios, nvidia resizeable BAR is enabled. My motherboard's AUTO disables PBO by default. Power limits set to its defaults SMT - Disabled PPT - 142W; TDC - 95A; EDC - 140. Some explanation of my overlay statistics: "GPU PERF LIMIT" also known as "PerfCap Reason". As name suggests, shows the reason, why GPU performance is capped, limited. If reason becomes "no load" it means that gpu itself is not the limiting factor. "Minimum" or "Min" FPS is commonly misinterpreted as the absolute lowest fps value during the measurement, but it is far from the truth. In RTSS, the Minimum FPS value is not instantaneous; it is averaged and never calculated from a single frametime value. The minimum value is smoothed over a 1-second interval using a sliding window approach. This sliding window approach helps to show more recent minimum sustained framerates, as opposed to 1% or 0.1% low metrics, which are averaged throughout the entire benchmark run and measure frametime spikes. "GPU Busy" measures GPU active time in rendering pipeline. In perfect scenario GPU busy time should match game frametimes (FT in my OSD), that means the GPU is fully occupied in game rendering, in other words - fully utilized and optimized without any external stalls, such as driver overhead, cpu bottleneck, ram bottleneck. As you can see there are two frametime graphs, the left one is used with 3 second delay, which is also utilized by my "GPU busy" metric, Frametime or "FT" in this case and "FLUIDITY" metric. It is also zoomed-in by 55% ( "45" Graph maximum, in data source units), so you can see statistics in higher scale and detail. The right Frametime graph is your typical overlay graph you are used to see everywhere else, whith no autoscale or any other modifier (Default, "100" Graph maximum, in data source units). "FLUIDITY" is my shortened version of "Animation Error", which is used in PresentMon plugin. It detects when the visual output is out of sync with the game’s logic or animation state, even if frametimes look smooth. This helps identify moments where the game "feels bad", despite good FPS. In this case, the closer the Fluidity is to 0ms, the smoother the game will feel. "GAME VRAM USAGE" also known as "Process VRAM usage" - shows how much vram current running process (in this case, the game) requires, others likes to call it "dedicated vram usage" even though it is bad term to use. "TOTAL ALLOCATED VRAM" - shows how much of VRAM is allocated from all programs in windows, windows itself, if opened - web browsers, spotify, discord, etc. Also allocation increases from multiple monitors as well, so the more monitors and with higher resolution are connected the higher allocation will be. (This value is the same as in windows task manager, under GPU tab "Dedicated GPU memory usage") The monitoring program used in the top left corner is MSI Afterburner On Screen Display + Rivatuner Statistic Server. The actual overlay was displayed using "RTSS overlay editor" and not from MSI afterburner.