Digital Foundry tested the 3rd act of Baldur’s Gate 3 and found technical errors affecting performance

Digital Foundry tested the 3rd act of Baldur’s Gate 3 and found technical errors affecting performance

Baldur’s Gate 3 received generous and well -deserved praise for outstanding quality, almost universal recognition of critics (the game is at the top of the Metacritic and Opencritic charts for PC) and the incredible commercial success of the CRPG with a record number of players in Steam (not to mention the wild indicators of the involvement of an average more five hours of playing time per day).

However, this does not mean that the game is perfect. For Baldur’s Gate 3, the main problems are technical in nature, between some potentially critical mistakes of the game and quite disappointing performance in act 3. The first and second acts of the game are not problematic for most configurations, since the player’s group usually travels to sparsely populated areas, if not in the wilderness.

The number of NPC in the city of the gates of Baldur is much larger, and the performance of the game suffers greatly. Even switching to DLSS in performance mode does not help very much, probably due to restrictions related to the processor that cannot solve the DLSS Super Resolution-the lack of DLSS frame generation is regretted here.

Digital Foundry confirmed this in the new test video. Having gained access to the preservation of the reader, Alexander Battalia tested the third act of Baldur’s Gate 3 and came to similar conclusions.

When you sit still, the frame rate is about 90 frames per second, when the processor is limited to DX11 on Core i9 12900K, which, of course, is a processor-monster. When I begin to move the character, due to movement, the game begins to work on average 20 percent worse, although the type and number of objects on the screen are almost the same. It seems that the movement causes a frame of the frame time, which, frankly, is quite bad.

Another problem discovered in the third act is the transitions of the camera from KAT scenes or conversations that will have much greater stuttering and strong falls when the camera changes the angle when the conversation begins.

But the biggest difference in the third act is in the state of the frame, as I like to call it. When the temporary scale of the frame twitches and stutter, I call it the poor condition. When it is more smooth and regular, I would say that the game has a good state of the frame. The third act of Baldur’s Gate 3 in the city has a tendency to show the poor condition of the frame due to the greater difference in the frame time. Earthquakes are added to this, which you can see in the city that coincide with large outbursts of the frame time, which visually look on the screen like big stuttering.

Battalia from DF also notes that the aforementioned case can become much worse when working on a PC of a middle -level. They say that the AMD Zen 2 Ryzen 5 3600 processor is especially poorly coping with this third act, especially if you play a character like a necromancer, since the caused minions-not to increase the frame time.

Unfortunately, the player can do little to soften performance problems shown in the act of 3 Baldur’s Gate 3. Even the personnel frequency restrictions up to 30 frames per second does not help substantially. The only thing that can help is an improved optimization from Larian, not to mention the best scaling of the processor when more nuclei and streams are available. As mentioned earlier, the implementation of DLSS 3 can also be a significant advantage.