Xbox Series S Version of Dying Light 2 Gets Performance (60 FPS) Mode

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Image: Techland

It wasn’t too long ago that Dying Light 2’s lead designer, Tymon Smektała, stirred up some controversy by suggesting that the Xbox Series S version of the game was limited to 1080p/30 FPS because the hardware was too weak to do any better (“GPU is holding us back”), but apparently, the man was simply trolling, as Techland has delivered a new patch that manages to bring greater performance to users who are stuck with Microsoft’s lower-ended console. Patch 1.2.0 adds Performance Mode to the Xbox Series S version of the game, allowing players to enjoy killing zombies and parkour their way around Villedor at a much smoother and non-nauseating 60 FPS. The patch also adds many fixes and improvements, which can be found below.

PATCH 1.2.0 FOR XBOX IS HERE! (Dying Light 2)

Xbox patch content:

  • Xbox Platform Related Fixes
    • Improved game stability.
    • A new Balanced Mode added that runs in 60 FPS at Xbox Series X.
    • Xbox Series S game modes added, including Performance Mode that runs in 60 FPS.
  • Story Progression Fixes
    • All known cases with “Deathloops” eliminated.
    • Fixed blocks in multiple quests – Into The Dark, Assassination, Sophie in The Raid Quest, Hubert in The Only Way Out, Veronika, Nightrunners, The Lost Light, Double Time.
    • Solved problems with safe zones (in-game clock stops, can’t sleep).
  • Co-op Fixes
    • Stability issues fixed: crashes or black screens in certain situations
    • Numerous story progress blocks fixed
    • Fixed issues with accepting invites
    • Challenges issues fixed: no weapon when inventory full, difficulty balance improved, tools requirements properly handled
    • Fixed co-op parties spawning in distant places
    • Improved/fixed replication of city open world activities: windmills, hanging cages, loot chests, NPC rescue issues
    • Fixed enemies and players falling through the ground in certain situations
    • Several performance drops fixed
  • Nightrunner Tools Fixes
    • Paraglider and Grappling Hook upgrades can be applied correctly for players that obtained them during cooperative sessions.
  • Important Combat Improvements
    • Improved Biter behavior during the day. The enemy latches onto the players more frequently which diversifies enemy encounters.
    • Performance of blunt weapons improved to reflect the sense of weight.
    • Improved enemy reaction depending on the type of weapon – to better reflect the weight of the weapon.
    • Human opponents can now block players’ attacks during light hit reaction time.
    • Light hit reactions for human enemies have been shortened.
  • New ragdoll’s behaviors.
    • Opponents enter ragdolls more often.
    • Ragdoll works more naturally.
    • Ragdoll behaves differently depending on the used weapon type.
    • Appropriate forces are applied when falling from a height and when hitting different parts of the body while maintaining the force given from the direction of the blow.
    • When a ragdoll collides with its surroundings – the appropriate sound and FXs are played depending on the surface the body falls on.
    • Improved spikes detection. The enemy is now always stamped on the spikes after a hit. Additionally spikes audio feedback is now improved and new FXs were added (displayed based on the body’s physical momentum).
  • Night Improvements and Balance
    • Howler’s senses range increased.
    • Increased the Howler resistance to range weapons.
    • The chase is triggered when a Howler is hit by a ranged weapon and is still alive.
    • Volatiles come out of hiding spots faster during the chase.
    • Level 4 of the chase is now more difficult.
  • UI/UX Improvements
    • Survivor Sense now works correctly and can be triggered without any cooldowns after getting hit or performing specific parkour actions.
    • Improvements to the Options Menu information architecture incl. a dedicated Accessibility Tab.
    • Added feature to show, hide or dynamically display Player Health Bar, Item Selector, and Time of Day Indicator.
    • The dynamic setting for Player Health Bar is the new default and hides the bar when the player is at 100% health.
    • The dynamic setting for Item Selector is the new default. The Item Selector becomes visible when in combat and when performing combat actions or using D-Pad.
    • The dynamic setting for the Time of Day Indicator is the new default setting. The Time of Day Indicator becomes visible during day-night transitional periods.
    • All of the widgets that are set Hidden or Dynamic become visible in Extended HUD.
    • Visual Improvements to Player HP and Stamina bars. These elements are lighter and their colors are more neutral.
    • Visual Improvements to the enemies’ stance meter to more clearly indicate its connection to blunt weapons.
  • Improvements to the Final Boss Fight
    • Fixed an issue where the opponent does not react correctly to other players and does not change behavior that might lead to several glitches during CO-OP play.
    • Alternate opponent behaviors in Phase 2 during CO-OP play.
    • Opponent performs area attacks more frequently during CO-OP sessions.
    • Shortening the narrative scenes between the phases in a boss fight.
    • Boss fight pacing improvements.
  • Outro Improvements
    • Improvements of the game endings sequences. Additional end-of-game scenes have been added to better align gameplay and outro scenes.
  • Balance Tweaks
    • Higher Rank Bows are now more easily accessible at Merchants and in the world.
    • Banshees and Chargers are now more easily spotted in the Infected hordes during the night.
  • Technical Improvements
    • Improvements in outdoor lighting.
    • Improvements to sun shadows.
    • Improvements to spotlight shadows.
    • Improvements to Motion Blur – added intensity and distance blur customization.
  • Brutality Pack
    • Player hits with sharp weapons are now more precise and allow Players to chop off body parts of opponents and cut them in half more easily (vertically and horizontally).
    • Reworked audio for enemy hit response – different sounds are played depending on the strength of the hit and the damage the player deals.
    • Blood splats on the ground appear when Player hits the opponent.
    • If a player is close to the enemy during the attacks, the opponent’s blood will splash on the screen.
    • Improved blood effects on enemy bodies after hits.
    • A dead enemy is now interactive and reacts accurately to blows and injuries.
    • A new effect of bloodstains on the enemies’ bodies after hit.
    • New blood FXs have been added.

… and numerous additional bug fixes and quality improvements.

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Tsing Mui
News poster at The FPS Review.

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