Thank you all for the likes and comments! It's so nice to see all the positive reactions to something I put so much hard work into 😄👍 Edit: follow-up video where I address Asynchronous Compute and respond to some comments from this video! ruclips.net/video/6vpBDbVj8TA/видео.html
The game has in game stats, press F2 to toggle. F3 will toggle graph frame times (CPU/GPU), F4 toggles further stats (only when graph enabled). F5 will toggle the stats in a small bar at the top and includes network info.
@@acezero8132 yes, i actually learnt this when i was 2 minutes through. i played a few games that have customizable graphics settings for ps5 and i thought helldivers 2 would be one of them.
Im sorry if youre still using a 2016 era computer youre seriously delusional, thats almost a decade old now and you expect your computer to play modern games? @johndank2209
Had my volumetric fog quality on low, but changed it to medium. Didn't realize it was such a big difference. Everything looks better now. Thank you for these comparisons.
I also noticed going from low to medium that the haze is significantly less murky, letting you see silhouettes of enemies a good 10 meters or so more. It’s hard to describe but at least for me I’m much more likely to notice enemies or quickly locate them when scanning my surroundings on medium compared to the dozens of hours I played on low. My frame rate does suffer a little but I am able to maintain a consistent 60 and I’ll take that over less visibility.
Very important note here The game's performance affects your movement, and I mean that quite literally, so if you're losing frames, make sure yo try and optimize for better and more stable frame-rates, your gameplay experience depends on it to explain further me and my friend noticed during our time playing together, that my friend (who's rig is quite a bit older than mine) appeared to be moving extremely slowly compared to everyone else to be exact, his running speed was only a little faster than my walking speed, and when we both ran, he was left in the dust. and that's with both of us using the same armor I thought this might be a ping/connection issue, but testing proved otherwise to be clear, this difference was not just on one side, he was consistently and significantly slower on both our perspectives the speed gap was also consistent between the two of us this led to him having a much rougher time playing the game, especially in bug missions, as he was quite literally unable to outrun almost anything he couldn't even outrun warriors turns out, the movement speed of the player is somewhat tied to framerate, and he was running his game at a setting that had decent framerate, but not a consistent 60+FPS, so his PC was chugging just a little We did multiple tests by changing his settings and running a set distance at the same time, comparing our speed difference depending on his settings as speculated, when he lowered his settings to Medium~Low, and got a more smooth framerate, the speed difference between the two of us got smaller or pretty much disappeared and when he went to Ultra, it was worse than before So please, spread the word about this issue, and if the creator of this video sees this, I'd appreciate it if you could make a small video testing and spreading the word to more Helldivers I have submitted a report to ArrowHead on this matter, but with their current backlog of support tickets, and the probable scale of this issue, I expect it to take a while until they can solve it fully until then, please be nice to the devs about this if word gets out, they have a lot on their hand, and we should show support, not hate for such issues that can and need to be fixed
Gonna be honest, since Arrow head are using a woefully outdated and non supported engine for this game, and it's already been 2 months now, I don't see them rolling out performance fixes and stabilisation. They made the absolute worst decision to use an engine that stopped receiving support 2 yrs into the game dev cycle. They really should have taken that as a sign of issues to come and just rolled with something like Unreal engine instead. Most games receive performance patches within the first month of a game's release and further on down the road, and the fact this game still hasn't had any performance updates or bug fixes tells me that they can't do anything about it, because of their engine. This is also the first co-op game I've played where I cannot even play the higher difficulty levels, simply because the more AI that get spawned into the mission end up crippling my framerate drastically. Also their in-game scaler is barebones, their fps and vsync options actually increase 1-2 CPU cores to 100%, which is not normal, and setting my fps cap and vsync via my Nvidia control panel yielded better results. Arrowhead should have really put some effort into their PC port tbh, because the second Horizon game came out recently, and that's obviously got a bigger open world and AI roaming around in it, and yet that's performing way better than a co-op shooter that only uses small maps and few buildings.
@dirge7459 I do not believe that to be justified While yes, The engine stopped getting supported mid-development, that doesn't mean you can just swtich so easily, with AHs team scale and budget, going back to nearly 0 and doing it over would have been a bad move, it might even have cause the cost of development to go up, forcing them to partake in more agressive monetization for example, or just unable to make the game due to budget overruns Switching Engines is a massive undertaking consider the time they took mastering the current engine, just to throw it all out of the window to learn and attempt with a new one Skills with Game Engines have some in common with eachother, but they are by no means trasnferrable fully you are learning from scratch, and lose the ability to use all the tech you learned from the previous engine Switching engines is considered the absolute last resort, or you do it in prototyping, so no actual final game building not to mention the engine was chosen for a reason, as it was (and still is) one of the best engines at simulating and handling massive hoards of AI characters, it was a natural fit for the game's nature. Chosing engines isn't simply about graphics and support, it's also about what the Engine is good at, and what it can/cannot do. in this case, the hoard handling capabilities of the engine warranted keeping it even after support ended also, Dev teams with decent experience alter and tweak engines to suite their needs, so it's not like the lack of support stops them from improving the engine on their end as for the comparison with Horizon, that is wholly unjustified for one, Both are open world, but Horizon is a static and pre-built world, while HD2 has semi-procedural generation for the maps Why does this matter? because optimization is not just some magic an engine does, there are things devs do to save performance, and not all methods suit all games for example, a game like Horizon with a pre-build map can use certain methods of lowering load of far objects significantly by hand-crafting extremely low poly and fidelity versions, or completely non-functional stand-ins. while HD2's procedural map cannot take advantage of it to such a massive degree, with many aspects needing be done in a smaller scale as you cannot predict what the map will look like fully Namely, HD2 has a siginificantly larger area of interaction, with you able to interact(well, shoot, mostly) and see things in the far distance in singleplayer games, you only ever need the immediate surrounding area of the player to be "active". HD2 cannot do that, thus it must take extra performance to keep the whole map active to a degree the presence of other players also play into this significantly, as you need to be able to see what other players are doing across the map, you need that section of the map to still be functional. This means both their bullets and stratagems, but also every enemy they are fighting, even if they are lower poly versions you still need to be able to shoot them, and I mean ALL of them, it is a significant load on the device, and it is something singleplayer games can forgo completely Simply put, optimization of a game is not simply about changing some settings and/or getting a "better" engine There are countless tricks and techniques developers use to achieve optimization, and some games are conceptually unable to partake in many of these aspects from what I can see, some technical stuff is definitely to be desired, but HD2 is still and amazingly optimized game for what it is doing I am willing to bet, if AH did change into an engine like UE back during development, HD2 would be a very different game UE is actually a very performance heavy engine, and does not specialize in hoards like the current engine does either (i forget the name) so the HD2 of that theoretical world would likely run like absolute crap, with significantly less enemies, smaller maps, and less interaction range, such as bullets disappearing at a middlingly far distance, or being unable to see players from afar or enemis for that matter or alternatively, less players, smaller and select hand-crafted maps (so less variety) and similarly small interaction range I do not think either of these theoretical games is any better than the HD we have It'd look good, sure, but what does it matter if the game loses its soul for it? UE is an impressive engine, but people should stop touting it as the only engine devs should use because "Look at all this graphics! performance!" UE has its place, and it is amazing of an engine, but not every game needs to, or should be built with that engine The right tool for the right job, Engines are a tool, and they have jobs they suit It is unfortunate that the performance of higher difficulties have been rough for you, but I believe the choices AH made were the right ones for the needs it demanded Thankfully videos like this exists, so we can hopefully work around the issues we have currently to have a better experience giving up on a bit of graphical fidelity is a bummer, but it's still good to be able to play this game at such difficulties
@@lunarveggie All I got was "unjustified" and a novel to go with it. I'm sorry, but I am not reading all of that. I've been guilty of writing our a few paragraphs before, but you're honestly taking the piss and arm-chairing to boot. The game was 2 yrs into it's dev cycle when the engine ended support, they still had more years before 2024, and seeing as how it's an AA game and not AAA, they still would have had time. No the devs aren't perfect and no the engine isn't either. I don't care what's "unjustified", sometimes shit doesn't work and sometimes end of life support does in fact mean dire consequences.
This is why I stopped believing in games having legit ultra settings these days. There's virtually next to no massive difference between high/ultra, and even with games in the past 5 years, there's even less difference between medium/high, especially with lighting/fog. The most noticeable settings in games these days are SSR, AO, and shadows/texture quality, everything else is so minute.
@@zedus4042 I'm sorry, what?. I was talking about games in general these days, not the 90's. We've had games in the past where there were objectively stark differences between high/ultra.
Thank you for a clear presentation, with explanations of what each setting does, plus visuals, AND a summary list at the end. By far the best settings guide I’ve seen for any game!!!
After all those struggling finally found this, thanks man appreciate it. It's a huge difference from barely playable to now playing in Helldive Difficulty with all those automation fleet along flawless gameplay, owe you one mate.✌🏻
Thanks for the tips willy. helped me greatly with my gtx 970 and i5 7600k. Went from 30 fps to 50. Time to squeeze out a little more time until the Christmas sales on parts haha.
Thanks mate, best settings video out there. Still sporting a 9900k combined with RTX 3080. Ultra when running around alone at 2k gives me 70-90 fps. When others join fps could dip to higher 50s lower 60s when a lot is going on. Will try your settings
The Lossless Scaling app is a must have for this game! I've got a video overview for it, and tomorrow morning a video focusing on Frame Gen in Helldivers 2 (it's members only today)
THANK YOU SO MUCH. At first, I didn't enjoy playing Hell Divers despite having an RTX 2070 Super and an Intel i9 because of how demanding this title is (especially on higher difficulties), but after applying these settings, I found my game running smoothly like butter while still being visually sharp. I really wish that hell divers 2 gets DLSS or FSR support somewhere in the future because if it does, this game will be perfect for me!
That would be nice, however the CEO said in an interview they will not be working on any upscaling support 😭 If you get the Lossless Scaling app it has FSR and it's own AI upscaler. It even does frame gen 😎👍
Great guide, I have an i5-10600k so a guide like this is perfect ( I have a strong GPU but a weak CPU, knowing this game is CPU bound is helpful. Gonna try to overclock my CPU a bit more I know I can squeeze another few hundred mhz )
Nice job, I run Helldivers on a Lenovo laptop with a Ryzen 7 and 4060 gpu and your settings took my fps from low to mid 90s to over 100 consistently. Thanks!
I see, seems like the game runs well on 8 core ryzen 7, I use a 3060 and should not be too different from the 4060. This game is very CPU heavy, thanks for sharing man.
@akawilly yes, this happens to me, but it's not a cpu issue, it's just if a shit ton of bugs spawn or die at once or bots or multiple 500kg at once. Running a 5800x3d so shouldn't be an issue lol
@@johndank2209 because the game isn't optimized to utilize 100% of the CPU obviously. GPUs are supposed to run at 98% to 100% while CPUs are usually around 50% or lower.
As a total percentage, you won't ever hit 100% CPU usage unless you're rendering with it. Games are still not designed to use all cores and threads of a CPU.
Great! Thanks, I have some changes I'll be making for sure. Glad to finally see a real optimized settings video with testing instead of someone just saying "turning down settings will improve performance!!!"
Thanks for this guide. Bro making me nervous with his proximity to a simultaneous 120 and 380 artillery barrage in the opening scene. In my experience, maximum throwing distance is still in the danger zone for both of those.
Finally someone that realizes particle quality in this game is awesome. This is a really good optimization setup, definitely will recommend this to friends.
you actually have a very similar rig to mine, I have a Ryzen 7700x and a 4070 with 32GB DDR5, I get ~70-80fps on the high preset but I will absolutely be looking at turning down these settings. Thanks for your work!
This is awesome! First ever guide that actually goes that deep and tells you the right things to do. I am running the game with a RTX 2060 and I cannot say I was the happiest with visuald. My rule is to not go lower that 40 FPS but I was still not happy with it and I can say after watchibg your video I had some wrong settings. I took your advices in account, the game looks way better: on the ship it gives good FPS and I did the tutorial back again and it seems it stays in between 80-57 FPS, so it should be fine on my next mission. I will still be looking carefully for the lighting setting though. Thanks for this beautiful work !
- Render Scale ultra quality - Depth of field On - Bloom Off - Sharpness 100 - Texture Quality High - Object Detail quality Medium - Render Distance High - Shadow Quality Low - Particle Quality Medium - Reflection Quality : Low - Space Quality Low - Ambiant Occlusion ON - Screen Space Global Illum OFF - Vegetation and Rubble Density Medium - Terrain quality Medium - Volumetric Fog Low - Volumetric Clouds Quality Low - Lighting Quality Low - Anti Qliasing On - Async No
Finaly it is worth pointing out that it is a 6 years old MSI laptop and that I need to blast the fans to maximum speed to helping me play the game at in between 35-70 FPS. I ll maybe go down to some values but crashes are just happening anyway with the new patch, so i ll figure this out later.
i could not figure out why my game was so blurry, but for me render scale needs to be native and anti aliasing off. i have an older gpu so maybe thats why
Great guide. Also I read that render scale in HD2 is spatial scaling, so probably similar to DLSS but less optimized is my understanding of it. Still worth using probably. I appreciate the in-depth testing, thanks!
They must have changed the description as I remember it saying that too, as of newest patch it says "modifies the resolution of the space backdrop when on missions".
Small correction about shadows in this game - the main thing quality settings are affecting are distant shadows resolution and the range they are swapped for higher quality, medium and low create a lot of visual noise in movement as a result
Great video, very helpful! I tested the illumination quality by going to the very end of my spaceship and turning the camera towards the holographic map (where you chose the missions), there you have a plethora of different light sources and focusing on the hologram you can find great differences between low and high setting. The greatest difference, is in the reflection of the hologram on the floor, at the low setting it is absent; on the contrary, at high setting it is very well visible and defined. I have no idea if they patched this or if it is just a 'lucky' scenario. Again, thanks for the great video!
That one is best left off unless you have a particularly old or slow CPU with a GPU that has good computational capability for asynchronous compute. (AMD GPUs from Polaris onwards are able to use spare cycles to compute rather than render)
I am on a desktop with a GTX 970 gpu and intel i7-9700 and I still get significant frame drops to 40 to even 20 when in a squad of people and combat is intense, with all graphics settings set to minimum and render scale set to performance. Not sure what else I can do.
1080ti player here for anyone interested. I'm playing at 4k with a 1080ti and ryzen 3700x. With lowest settings except for a few and ultra quality I'm getting ~70fps avg. This card is surprising me.
It's insane to think that the game engine for helldivers stopped receiving support 6 years ago. How tf is arrowhead supposed to update any performance issues? Or major bugs?
Thanks! My setup is eight years old, so this will come in handy. I will look through these settings at some point, and hopefully, I can squeeze some better visuals while keeping the FPS playable. Update: Found the ideal settings! It plays even better than it did previously now! It sure is smooth, and looks pretty decent with my 4GB VRAM card!
I adjusted some settings, and the game looks great now, and FPS is more stable too! I've only tested solo on difficulty 1 (quick test before bedtime), which has worked fine. Will do further tests
Pretty great video The issue I have with antialiasing is the fact that scopes don't work great with them, there's a lost of ghosting. I'll try a bit more but my experience with AA off was actually really nice EDIT : After a single game, yeah it feels nice. Idk if it feels better than what I had previously, but it's working. I still have to test the scopes a bit more, but that's a great video you just did. Thanks a lot for your work
Very nice guide. I sadly have a medium end laptop which was running on my current personalized settings at around 35 fps at times, so hopefully I could get some improvement with this advice.
Regarding anti-aliasing in this game. Keep in mind that lights that are far away almost completely disappear when you have it enabled. You can compare this while you are on your ship, looking at the lights on other ships or gazing at the planet. This also makes it so much harder to spot automatons that are hiding in the fog, since the red lights from their eyes and bodies just completely disappear. Due to this I always keep anti-aliasing disabled, and am waiting for alternative implementations of anti-aliasing.
I havent dug into the config for this game, but if its anything like Vermintide/Darktide (given that theyre using the same engine), there should be some config variables to change that, because those games have the exact same issue with volumetric particle blockiness when illuminated.
This is one of many games, but use full screen mode NOT borderless/window full screen. It makes the game feel far smoother, especially with adaptive sync technology (even if you have it set to work on windowed). To further make your game feel smoother, use Rivatuner to set an fps limit to something you can hold 90% of the time. In this game, imo, the nvidia fps limiter doesn't smooth out the frame times as well as RTSS. Also, I hate the AA option in this game, it is extremely blurry, probably TAA if I had to guess.I'm just using AA off with the ultra quality upscaling and sharpness ~30% (@1440p) for extra fps and dealing with some of those jaggies. With all the smoke and fog, I can't see em anyways half the time.
I tested this and definitely helps a little bit. I have the same GPU as you, so at least I'm not crazy seeing those low FPS in Helldivers 2. However, in bug and 4 man missions on helldiver difficulty it drops below 60 for me when there is a lot of action, if I play solo is about 70 as yours.
I disable anti-aliasing because it is temporal. For image clarity, that is important to consider. For me, it leads to ghosting and degraded clarity due to the blur introduced by the ghosting.
id say Deeprock takes the edge of "best' due to having... litterally the best monetization. Also the more 3D maps i think raise the skill ceiling without raising BS in high difficulty game play. But they're both good great fun!
Thank you all for the likes and comments! It's so nice to see all the positive reactions to something I put so much hard work into 😄👍
Edit: follow-up video where I address Asynchronous Compute and respond to some comments from this video! ruclips.net/video/6vpBDbVj8TA/видео.html
The game has in game stats, press F2 to toggle. F3 will toggle graph frame times (CPU/GPU), F4 toggles further stats (only when graph enabled). F5 will toggle the stats in a small bar at the top and includes network info.
*cries in console*
@@lyonidus3073you get what you deserve
@@lyonidus3073 but the game should be optimized on consoles, no need to really look at graphics settings and stuff.
@@acezero8132 yes, i actually learnt this when i was 2 minutes through. i played a few games that have customizable graphics settings for ps5 and i thought helldivers 2 would be one of them.
cool
Finally, someone someone that didnt play this with a Core i9/Geforce 4900 combo
as if a pc with an rtx 4070 doesn't fall under the same category..i was expecting a i5 - 4th to 6th gen with gtx gpu
Im sorry if youre still using a 2016 era computer youre seriously delusional, thats almost a decade old now and you expect your computer to play modern games? @johndank2209
10700k, 3080
@@PneumaticFrog money
@@PneumaticFrog I'm sorry that you live in a bubble made out of money. God forbid something happens and you'll end up facing reality without it.
Had my volumetric fog quality on low, but changed it to medium. Didn't realize it was such a big difference. Everything looks better now. Thank you for these comparisons.
I also noticed going from low to medium that the haze is significantly less murky, letting you see silhouettes of enemies a good 10 meters or so more. It’s hard to describe but at least for me I’m much more likely to notice enemies or quickly locate them when scanning my surroundings on medium compared to the dozens of hours I played on low. My frame rate does suffer a little but I am able to maintain a consistent 60 and I’ll take that over less visibility.
Very important note here
The game's performance affects your movement, and I mean that quite literally, so if you're losing frames, make sure yo try and optimize for better and more stable frame-rates, your gameplay experience depends on it
to explain further
me and my friend noticed during our time playing together, that my friend (who's rig is quite a bit older than mine) appeared to be moving extremely slowly compared to everyone else
to be exact, his running speed was only a little faster than my walking speed, and when we both ran, he was left in the dust. and that's with both of us using the same armor
I thought this might be a ping/connection issue, but testing proved otherwise
to be clear, this difference was not just on one side, he was consistently and significantly slower on both our perspectives
the speed gap was also consistent between the two of us
this led to him having a much rougher time playing the game, especially in bug missions, as he was quite literally unable to outrun almost anything
he couldn't even outrun warriors
turns out, the movement speed of the player is somewhat tied to framerate, and he was running his game at a setting that had decent framerate, but not a consistent 60+FPS, so his PC was chugging just a little
We did multiple tests by changing his settings and running a set distance at the same time, comparing our speed difference depending on his settings
as speculated, when he lowered his settings to Medium~Low, and got a more smooth framerate, the speed difference between the two of us got smaller or pretty much disappeared
and when he went to Ultra, it was worse than before
So please, spread the word about this issue, and if the creator of this video sees this, I'd appreciate it if you could make a small video testing and spreading the word to more Helldivers
I have submitted a report to ArrowHead on this matter, but with their current backlog of support tickets, and the probable scale of this issue, I expect it to take a while until they can solve it fully
until then, please be nice to the devs about this if word gets out, they have a lot on their hand, and we should show support, not hate for such issues that can and need to be fixed
That is super fascinating and valuable info. Thanks :)
Gonna be honest, since Arrow head are using a woefully outdated and non supported engine for this game, and it's already been 2 months now, I don't see them rolling out performance fixes and stabilisation.
They made the absolute worst decision to use an engine that stopped receiving support 2 yrs into the game dev cycle. They really should have taken that as a sign of issues to come and just rolled with something like Unreal engine instead.
Most games receive performance patches within the first month of a game's release and further on down the road, and the fact this game still hasn't had any performance updates or bug fixes tells me that they can't do anything about it, because of their engine. This is also the first co-op game I've played where I cannot even play the higher difficulty levels, simply because the more AI that get spawned into the mission end up crippling my framerate drastically.
Also their in-game scaler is barebones, their fps and vsync options actually increase 1-2 CPU cores to 100%, which is not normal, and setting my fps cap and vsync via my Nvidia control panel yielded better results. Arrowhead should have really put some effort into their PC port tbh, because the second Horizon game came out recently, and that's obviously got a bigger open world and AI roaming around in it, and yet that's performing way better than a co-op shooter that only uses small maps and few buildings.
@dirge7459 I do not believe that to be justified
While yes, The engine stopped getting supported mid-development, that doesn't mean you can just swtich so easily, with AHs team scale and budget, going back to nearly 0 and doing it over would have been a bad move, it might even have cause the cost of development to go up, forcing them to partake in more agressive monetization for example, or just unable to make the game due to budget overruns
Switching Engines is a massive undertaking
consider the time they took mastering the current engine, just to throw it all out of the window to learn and attempt with a new one
Skills with Game Engines have some in common with eachother, but they are by no means trasnferrable fully
you are learning from scratch, and lose the ability to use all the tech you learned from the previous engine
Switching engines is considered the absolute last resort, or you do it in prototyping, so no actual final game building
not to mention the engine was chosen for a reason, as it was (and still is) one of the best engines at simulating and handling massive hoards of AI characters, it was a natural fit for the game's nature.
Chosing engines isn't simply about graphics and support, it's also about what the Engine is good at, and what it can/cannot do. in this case, the hoard handling capabilities of the engine warranted keeping it even after support ended
also, Dev teams with decent experience alter and tweak engines to suite their needs, so it's not like the lack of support stops them from improving the engine on their end
as for the comparison with Horizon, that is wholly unjustified
for one, Both are open world, but Horizon is a static and pre-built world, while HD2 has semi-procedural generation for the maps
Why does this matter? because optimization is not just some magic an engine does, there are things devs do to save performance, and not all methods suit all games
for example, a game like Horizon with a pre-build map can use certain methods of lowering load of far objects significantly by hand-crafting extremely low poly and fidelity versions, or completely non-functional stand-ins. while HD2's procedural map cannot take advantage of it to such a massive degree, with many aspects needing be done in a smaller scale as you cannot predict what the map will look like fully
Namely, HD2 has a siginificantly larger area of interaction, with you able to interact(well, shoot, mostly) and see things in the far distance
in singleplayer games, you only ever need the immediate surrounding area of the player to be "active". HD2 cannot do that, thus it must take extra performance to keep the whole map active to a degree
the presence of other players also play into this significantly, as you need to be able to see what other players are doing across the map, you need that section of the map to still be functional. This means both their bullets and stratagems, but also every enemy they are fighting, even if they are lower poly versions you still need to be able to shoot them, and I mean ALL of them, it is a significant load on the device, and it is something singleplayer games can forgo completely
Simply put, optimization of a game is not simply about changing some settings and/or getting a "better" engine
There are countless tricks and techniques developers use to achieve optimization, and some games are conceptually unable to partake in many of these aspects
from what I can see, some technical stuff is definitely to be desired, but HD2 is still and amazingly optimized game for what it is doing
I am willing to bet, if AH did change into an engine like UE back during development, HD2 would be a very different game
UE is actually a very performance heavy engine, and does not specialize in hoards like the current engine does either (i forget the name) so the HD2 of that theoretical world would likely run like absolute crap, with significantly less enemies, smaller maps, and less interaction range, such as bullets disappearing at a middlingly far distance, or being unable to see players from afar or enemis for that matter
or alternatively, less players, smaller and select hand-crafted maps (so less variety) and similarly small interaction range
I do not think either of these theoretical games is any better than the HD we have
It'd look good, sure, but what does it matter if the game loses its soul for it?
UE is an impressive engine, but people should stop touting it as the only engine devs should use because "Look at all this graphics! performance!"
UE has its place, and it is amazing of an engine, but not every game needs to, or should be built with that engine
The right tool for the right job, Engines are a tool, and they have jobs they suit
It is unfortunate that the performance of higher difficulties have been rough for you, but I believe the choices AH made were the right ones for the needs it demanded
Thankfully videos like this exists, so we can hopefully work around the issues we have currently to have a better experience
giving up on a bit of graphical fidelity is a bummer, but it's still good to be able to play this game at such difficulties
you guys enjoying 60 + fps while iam happy my pc is running it at 45 fps lol
@@lunarveggie All I got was "unjustified" and a novel to go with it.
I'm sorry, but I am not reading all of that. I've been guilty of writing our a few paragraphs before, but you're honestly taking the piss and arm-chairing to boot.
The game was 2 yrs into it's dev cycle when the engine ended support, they still had more years before 2024, and seeing as how it's an AA game and not AAA, they still would have had time.
No the devs aren't perfect and no the engine isn't either. I don't care what's "unjustified", sometimes shit doesn't work and sometimes end of life support does in fact mean dire consequences.
Even with a high end PC, you still learn some stuff, like settings havin not much visual difference
Mine goes from fuzzy and not functional to very clear and almost realistic and very not functional. I blame my graphics card for this
This is why I stopped believing in games having legit ultra settings these days. There's virtually next to no massive difference between high/ultra, and even with games in the past 5 years, there's even less difference between medium/high, especially with lighting/fog.
The most noticeable settings in games these days are SSR, AO, and shadows/texture quality, everything else is so minute.
true the only thing that makes a big difference is supersampling but that kills your fps so perhaps isn't worth it
@@dirge7459 what do you expect, for a game to go from 3d to 2d when switched from ultra to high?
@@zedus4042 I'm sorry, what?.
I was talking about games in general these days, not the 90's.
We've had games in the past where there were objectively stark differences between high/ultra.
Really good formatting and pacing on the video; much easier than some of the larger channels that just blaze through
These settings worked great with my RTX 2060 and i7. 70-100 fps and looks great! Good work Helldiver!!!
Bullshit, I'm getting 40-60 fps on 2060
@hughjaenus2235 ever heard of other components
Holy crap, thank you so much for doing this! I will definitely share this video with all of my helldivers friends
Thank you for a clear presentation, with explanations of what each setting does, plus visuals, AND a summary list at the end.
By far the best settings guide I’ve seen for any game!!!
You're welcome!
Good job~ a lot of work went into this video! I am running a 4090 but still watched all of it.
4090 gang ✊
@@-The-Golden-God-”daddys money gang”
@@culan_SCP I'm 40 years old and run my own business, you stain. Jealously is such a turn off. Do better.
@@-The-Golden-God-gay
same
Thank you Willy for taking the time to put this together, you're a beast. Liked and Subbed for Democracy!!
I knew I wasn't the only one who got a massive dawnfall in performance after the exo update. Happy to know I'm not alone in that
After all those struggling finally found this, thanks man appreciate it. It's a huge difference from barely playable to now playing in Helldive Difficulty with all those automation fleet along flawless gameplay, owe you one mate.✌🏻
Great vid, I have an old MSI with an old GTX 1600 and i5. Helped a lot. Thanks!
Thanks for the tips willy. helped me greatly with my gtx 970 and i5 7600k. Went from 30 fps to 50. Time to squeeze out a little more time until the Christmas sales on parts haha.
This made my game run smoother than playing on low graphics. Great tutorial
You are my saviour, finally someone who also focused on the game still looking good when optimizing
Two minutes in, already one of the best videos in this topic
super helpful, well explained with out getting overly technical about things. This is a great guide. Thanks for taking the time to make it.
Thanks for the handy dandy summary in the end. My good ole 3060 laptop appreciates it.
Your dedication to the cause has furthered prosperity. For that Super Earth is forever in your debt!
Thanks mate, best settings video out there. Still sporting a 9900k combined with RTX 3080. Ultra when running around alone at 2k gives me 70-90 fps. When others join fps could dip to higher 50s lower 60s when a lot is going on. Will try your settings
The Lossless Scaling app is a must have for this game! I've got a video overview for it, and tomorrow morning a video focusing on Frame Gen in Helldivers 2 (it's members only today)
This video helped me get from 12-15 fps to 18-22 with more graphical clarity thanks.
THANK YOU SO MUCH. At first, I didn't enjoy playing Hell Divers despite having an RTX 2070 Super and an Intel i9 because of how demanding this title is (especially on higher difficulties), but after applying these settings, I found my game running smoothly like butter while still being visually sharp. I really wish that hell divers 2 gets DLSS or FSR support somewhere in the future because if it does, this game will be perfect for me!
That would be nice, however the CEO said in an interview they will not be working on any upscaling support 😭
If you get the Lossless Scaling app it has FSR and it's own AI upscaler. It even does frame gen 😎👍
Finally someone with great attention to detail when it comes to graphics/frames, keep doing what u are doing!
I appreciate the screenshot at the end, there's no way I could remember all that myself
What a well laid out video. Much better than other, much larger creators. 👏 to you.
Thank you! I'd love to do more of these for other games, but it takes so much time and I have a full time job outside of RUclips 😮💨
Just dropped a like and followed because you come right to the point and even suggest using the timestamps to get to the optimized settings.
Great guide, I have an i5-10600k so a guide like this is perfect ( I have a strong GPU but a weak CPU, knowing this game is CPU bound is helpful. Gonna try to overclock my CPU a bit more I know I can squeeze another few hundred mhz )
Great video. Summary at end is very helpful
Nice job, I run Helldivers on a Lenovo laptop with a Ryzen 7 and 4060 gpu and your settings took my fps from low to mid 90s to over 100 consistently. Thanks!
Even on helldive difficulties?
@@kato2395 a bit lower on Helldive difficulty but not by more however fps does dip lower when being overrun by bots or bugs.
@@markb9896 does it dip below 60?
@@kato2395 no
I see, seems like the game runs well on 8 core ryzen 7, I use a 3060 and should not be too different from the 4060. This game is very CPU heavy, thanks for sharing man.
THANK YOU SO MUCH!! Game has improved so much for me thanks to this video! i only wished i found it sooner!!
Saved me some time tweaking the deck for a good fidelity/fps-balance. Thanks!
Awesome vid. Very comprehensive. Super helpful ! I gained a lot of FPS and the game still looks nice.
The big problem for me is that I have pretty stable fps most of the time, but occasionally I'll get random performance drops for a few seconds.
This is common for people that are CPU bound. You'll notice the drops happen right when the game is loading in a group of enemy scouts nearby.
@@akawilly but the cpu never goes above 60%
@akawilly yes, this happens to me, but it's not a cpu issue, it's just if a shit ton of bugs spawn or die at once or bots or multiple 500kg at once.
Running a 5800x3d so shouldn't be an issue lol
@@johndank2209 because the game isn't optimized to utilize 100% of the CPU obviously. GPUs are supposed to run at 98% to 100% while CPUs are usually around 50% or lower.
As a total percentage, you won't ever hit 100% CPU usage unless you're rendering with it. Games are still not designed to use all cores and threads of a CPU.
Great!
Thanks, I have some changes I'll be making for sure.
Glad to finally see a real optimized settings video with testing instead of someone just saying "turning down settings will improve performance!!!"
Thanks for this guide. Bro making me nervous with his proximity to a simultaneous 120 and 380 artillery barrage in the opening scene. In my experience, maximum throwing distance is still in the danger zone for both of those.
Finally someone that realizes particle quality in this game is awesome. This is a really good optimization setup, definitely will recommend this to friends.
I realized that as well. I regret turning it down even a little cause it just looks way worse
you actually have a very similar rig to mine, I have a Ryzen 7700x and a 4070 with 32GB DDR5, I get ~70-80fps on the high preset but I will absolutely be looking at turning down these settings. Thanks for your work!
good findings.Shadows, Reflections, Volumetrics incl. Fog are always the first settings I bat down in a game.
Thanks, Willy, I've been hoping for something like this
This is awesome! First ever guide that actually goes that deep and tells you the right things to do. I am running the game with a RTX 2060 and I cannot say I was the happiest with visuald. My rule is to not go lower that 40 FPS but I was still not happy with it and I can say after watchibg your video I had some wrong settings. I took your advices in account, the game looks way better: on the ship it gives good FPS and I did the tutorial back again and it seems it stays in between 80-57 FPS, so it should be fine on my next mission. I will still be looking carefully for the lighting setting though. Thanks for this beautiful work !
I have the same rtx, might you be kind to share what your settings are?
@@Rougie1993 yes of course, I ll do that. With the New patch I experiencd crashes so I tell you more about my config as well
So first, I have an Intel Core i7 9750 H2.6GHz , 16 Giga Ram and I run the game on my internal SSD. Then, here is my settings for now:
- Render Scale ultra quality
- Depth of field On
- Bloom Off
- Sharpness 100
- Texture Quality High
- Object Detail quality Medium
- Render Distance High
- Shadow Quality Low
- Particle Quality Medium
- Reflection Quality : Low
- Space Quality Low
- Ambiant Occlusion ON
- Screen Space Global Illum OFF
- Vegetation and Rubble Density Medium
- Terrain quality Medium
- Volumetric Fog Low
- Volumetric Clouds Quality Low
- Lighting Quality Low
- Anti Qliasing On
- Async No
Finaly it is worth pointing out that it is a 6 years old MSI laptop and that I need to blast the fans to maximum speed to helping me play the game at in between 35-70 FPS. I ll maybe go down to some values but crashes are just happening anyway with the new patch, so i ll figure this out later.
wow this is actually good stuff. im running it looking pretty good on a i5 1060 much thanks to you (y)
This is awesome. Thank you for doing this; will try today! Ryzen 7700X/32gb RAM @ 5600/RTX 4070 Super
Love this and love the format, thank you!
Very well done video with good pacing and descriptions!
I actually get about 100 fps with an intel a750 on everything low except for textures while recording and this game is still amazing
i could not figure out why my game was so blurry, but for me render scale needs to be native and anti aliasing off. i have an older gpu so maybe thats why
Dude, you saved my life. I've been playing the game with the settings so low that the enemies seamed like made of playdo
Great guide. Also I read that render scale in HD2 is spatial scaling, so probably similar to DLSS but less optimized is my understanding of it. Still worth using probably.
I appreciate the in-depth testing, thanks!
The in-game prompt says Space Quality is mostly used on-ships, so to see it take a performance hit on planet is eye-opening. Thanks!
They must have changed the description as I remember it saying that too, as of newest patch it says "modifies the resolution of the space backdrop when on missions".
Small correction about shadows in this game - the main thing quality settings are affecting are distant shadows resolution and the range they are swapped for higher quality, medium and low create a lot of visual noise in movement as a result
Great video, very helpful! I tested the illumination quality by going to the very end of my spaceship and turning the camera towards the holographic map (where you chose the missions), there you have a plethora of different light sources and focusing on the hologram you can find great differences between low and high setting. The greatest difference, is in the reflection of the hologram on the floor, at the low setting it is absent; on the contrary, at high setting it is very well visible and defined. I have no idea if they patched this or if it is just a 'lucky' scenario.
Again, thanks for the great video!
Good video and allowed me to get over 100 fps using native render scale. Very nice! Thanks!
This is really helpful. Thank you for putting in the effort!
such a helpful vid! thank you so much - this did wonders for my good ol 1070 ti :)
This was the best video I've seen on the subject. Thanks!
thanks for all this data homie. got a 13900k and 4090 and still gonna optimize.
Absolutely amazing. Thank you for your time sir!
Also, since patch 1.000.200, async compute is now an option in the graphics options. I guess it's different per PC. But thought I'd just let you know
That one is best left off unless you have a particularly old or slow CPU with a GPU that has good computational capability for asynchronous compute. (AMD GPUs from Polaris onwards are able to use spare cycles to compute rather than render)
Thanks so much for putting in this work. Will definitely give it a try
Good video bruv.
Good work. Well thought out and presented.
You Sir, are a good person and a scholar.
Will be trying this. Thanks for your hard work👍
I am on a desktop with a GTX 970 gpu and intel i7-9700 and I still get significant frame drops to 40 to even 20 when in a squad of people and combat is intense, with all graphics settings set to minimum and render scale set to performance. Not sure what else I can do.
Feels like good inspiration for a channel/inspiration idea. "Average Steam survey hardware, how X game runs on it and optimal settings"
Thanks for the video 🤙🏾😎
1080ti player here for anyone interested. I'm playing at 4k with a 1080ti and ryzen 3700x. With lowest settings except for a few and ultra quality I'm getting ~70fps avg. This card is surprising me.
Thanks I noticed a huge performance increase
helldive sent, thank you Willy. Amazing work!
Finally a great video to optimize Hd2. Thank you! ❤
Best video for the settings in this game! Thank you ❤
It's insane to think that the game engine for helldivers stopped receiving support 6 years ago. How tf is arrowhead supposed to update any performance issues? Or major bugs?
Thanks! My setup is eight years old, so this will come in handy. I will look through these settings at some point, and hopefully, I can squeeze some better visuals while keeping the FPS playable.
Update: Found the ideal settings! It plays even better than it did previously now! It sure is smooth, and looks pretty decent with my 4GB VRAM card!
I adjusted some settings, and the game looks great now, and FPS is more stable too! I've only tested solo on difficulty 1 (quick test before bedtime), which has worked fine. Will do further tests
Pretty great video
The issue I have with antialiasing is the fact that scopes don't work great with them, there's a lost of ghosting. I'll try a bit more but my experience with AA off was actually really nice
EDIT : After a single game, yeah it feels nice. Idk if it feels better than what I had previously, but it's working. I still have to test the scopes a bit more, but that's a great video you just did. Thanks a lot for your work
Low-End Settings
Texture Quality: Medium
Object Detail Quality: Low +2%
Render Distance: Med or Low bc Fog
Shadow Quality: Low +8%
Particle Quality: Low
Reflection Quality: Low
Space Quality: Low
Ambient Occlusion: Low +3.5%
Screen Space Global Illumination: Off +3%
Vegetation & Rubble Density: Med
Terrain Quality: Low +4%
Volumetric Fog Quality: Lowest
Volumetric Cloud Quality: Low +5%, Lowest +7%
Lighting Quality: Low +3%
Anti-Aliasing: ON Sharpen 100%, OFF Sharpen 0%, VISUAL
Render Scale: Balanced
This Video is great I don't have the best PC like 4 years old or so but my game runs at 60 Fps now no longer at 40 so Thanks
Thank you for the comprehensive research and video!
Very nice guide. I sadly have a medium end laptop which was running on my current personalized settings at around 35 fps at times, so hopefully I could get some improvement with this advice.
Regarding anti-aliasing in this game. Keep in mind that lights that are far away almost completely disappear when you have it enabled. You can compare this while you are on your ship, looking at the lights on other ships or gazing at the planet. This also makes it so much harder to spot automatons that are hiding in the fog, since the red lights from their eyes and bodies just completely disappear.
Due to this I always keep anti-aliasing disabled, and am waiting for alternative implementations of anti-aliasing.
Space quality affects more when you're on your ship(lobby), and during launch into mission. It's all blurry on low which gives me a headache
I have a problem with smoke and fire being very Low quality even though particle quality is high.
Using a lower Render Scale will also lower the resolution of Particle Quality.
@@akawilly i use native 1080p and it never goes away
i have the same problem too and can't find any solution, it so annoying.
I havent dug into the config for this game, but if its anything like Vermintide/Darktide (given that theyre using the same engine), there should be some config variables to change that, because those games have the exact same issue with volumetric particle blockiness when illuminated.
The only “fix” i have found is to turn render scale to ultra supersampling its still not perfect but its better.
Thank you for your great video. Should I turn Async Compute on or off if I have a reasonably powerful CPU?
This is one of many games, but use full screen mode NOT borderless/window full screen. It makes the game feel far smoother, especially with adaptive sync technology (even if you have it set to work on windowed).
To further make your game feel smoother, use Rivatuner to set an fps limit to something you can hold 90% of the time. In this game, imo, the nvidia fps limiter doesn't smooth out the frame times as well as RTSS.
Also, I hate the AA option in this game, it is extremely blurry, probably TAA if I had to guess.I'm just using AA off with the ultra quality upscaling and sharpness ~30% (@1440p) for extra fps and dealing with some of those jaggies. With all the smoke and fog, I can't see em anyways half the time.
Thanks for this! I have an older card so this is super useful.
FOR SUPER EEEEEEEEEEAAAARRRRRRRRTTTTHH!!!!
I love my 60fps on my 150" screen with my GTX 1660 Super an I7-7700K. It's a great pleasure that the graphic works on my PC
This video is amazing, detailed and clear!
I tested this and definitely helps a little bit. I have the same GPU as you, so at least I'm not crazy seeing those low FPS in Helldivers 2. However, in bug and 4 man missions on helldiver difficulty it drops below 60 for me when there is a lot of action, if I play solo is about 70 as yours.
Excellent video. Comprehensive and very useful.
I disable anti-aliasing because it is temporal. For image clarity, that is important to consider. For me, it leads to ghosting and degraded clarity due to the blur introduced by the ghosting.
i7 4790, GTX 1070 here, will try this today evening. Update will follow.
Still waiting for update
id say Deeprock takes the edge of "best' due to having... litterally the best monetization. Also the more 3D maps i think raise the skill ceiling without raising BS in high difficulty game play. But they're both good great fun!
Agreed
Great video! Def earned a sub for sure. Keep up the great work!😊
My ancient, 4 core Intel CPU appreciates this video.
great video i use the same cpu but o have a 2060 and these settings are perfect for my rig, thanks.
Thanks for your effort and time! Great video hermano.
What an excellent video.
Thank you.
Big Thanks for this video!