PC players reporting issues with Deus Ex: Mankind Divided

Other qualms involve the game's pre-order bonus, a one-time consumables pack good for a single character.

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Deus Ex: Mankind released on Xbox One, PS4, and PC today, and numerous users are reporting issues with the PC version of the game.

Steam's aggregate review stands at "Mixed" as of this writing. Points of contention raised on the game's Steam page and sub reddit include numerous technical snafus ranging from mouse acceleration that cannot be disabled to low framerates and, a perennial favorite, seemingly arbitrary crashes.

Some issues have been address in a developer post. Advice for performance issues includes updating drivers, disabling MSAA and Contact Hardening Shadows, sticking with 1080p resolution, enabling Exclusive Fullscreen, and cranking settings to High if you're running a GPU with 4GB of RAM.

A bigger problem lies in the functionality of Deus Ex: Mankind Divided's Day One DLC, the Covert Agent Pack. Available on all platforms, the DLC is apparently good for a single use—for a single character. Square covertly renamed the pack to Covert Agent Consumables Pack, tipping off fans to the fact that consumable bonuses can only be used once, by one character. Meaning, if you create multiple avatars, the first one to crack into your pre-order pack depletes it permanently.

You can get hold of other Covert Agent (Consumables) Packs... by purchasing them as microtransactions.

Square will continue to update the developer post on Steam documenting known issues and solutions. As for Deus Ex: Mankind Divided's Day One DLC, use it carefully.

Long Reads Editor

From The Chatty

  • reply
    August 23, 2016 4:01 PM

    David Craddock posted a new article, PC players reporting issues with Deus Ex: Mankind Divided

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      August 23, 2016 4:34 PM

      Based off of other reports, the latest nvidia drivers will make the game run substantially better.

      I'm not sure what's up with square enix. This company seems so out of touch with the rest of the world.

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        August 23, 2016 4:39 PM

        I don't get why we need a new nvidia/amd driver release with every major title release. Seems dumb. You should be able to use one 1-2 months old with no problems.

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          August 23, 2016 4:40 PM

          Because developers put off lots of shit onto card manufacturers for fine tuning with pc games so they don't have to.

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            August 23, 2016 5:22 PM

            Inf'd so hard. There was an article posted a few months back that explained this too.

            Want to know why driver packs are so fucking huge? Because there are custom bits and pieces in there for hundreds of games.

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              August 23, 2016 9:45 PM

              Why not make them modular?
              Or download the required pack when the game is launched?
              Or just include them with the game?
              Oh.

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            August 23, 2016 10:35 PM

            That's not it. Read this: http://www.gamedev.net/topic/666419-what-are-your-opinions-on-dx12vulkanmantle/#entry5215019

            He goes into a lot of detail, but this summary is good:
            * Why are games broken? Because the APIs are complex, and validation varies from decent (D3D 11) to poor (D3D 9) to catastrophic (OpenGL). There are lots of ways to hit slow paths without knowing anything has gone awry, and often the driver writers already know what mistakes you're going to make and are dynamically patching in workarounds for the common cases.

            * Maintaining the drivers with the current wide surface area is tricky. Although AMD and NV have the resources to do it, the smaller IHVs (Intel, PowerVR, Qualcomm, etc) simply cannot keep up with the necessary investment. More importantly, explaining to devs the correct way to write their render pipelines has become borderline impossible. There's too many failure cases. it's been understood for quite a few years now that you cannot max out the performance of any given GPU without having someone from NVIDIA or AMD physically grab your game source code, load it on a dev driver, and do a hands-on analysis. These are the vanishingly few people who have actually seen the source to a game, the driver it's running on, and the Windows kernel it's running on, and the full specs for the hardware. Nobody else has that kind of access or engineering ability.

            * Threading is just a catastrophe and is being rethought from the ground up. This requires a lot of the abstractions to be stripped away or retooled, because the old ones required too much driver intervention to be properly threadable in the first place.

            * Multi-GPU is becoming explicit. For the last ten years, it has been AMD and NV's goal to make multi-GPU setups completely transparent to everybody, and it's become clear that for some subset of developers, this is just making our jobs harder. The driver has to apply imperfect heuristics to guess what the game is doing, and the game in turn has to do peculiar things in order to trigger the right heuristics. Again, for the big games somebody sits down and matches the two manually.

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      August 23, 2016 6:03 PM

      Really glad I'm not having issues. Runs smooth with mostly high settings on an r9 280, 8 gigs, i5 4690. No fancy shadows, and who likes dof and motion blur anyways. The mouse acceleration though, it is really bad. Anyone using a gamepad on pc? How is it?

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        August 23, 2016 7:56 PM

        Still waiting for dx12

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        August 23, 2016 8:57 PM

        Ouch. A PC game with forced mouse acceleration makes me wonder if the developers even play-tested it. Guess I'll wait 2 years for the "full and fixed" edition. :/

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        August 23, 2016 10:02 PM

        I started playing with controller this morning and now I switched to M+KB. The acceleration really sucks. I'm gonna go back to controller. At least then I can play on my 120" screen and on a couch with surround sound.

        Also I can hit B to skip past dialogue where I can't seem to do the same on keyboard for some reason. Escape key goes to menu.

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      August 23, 2016 9:13 PM

      Blows up while starting up, when the menu finally appears. Bummer. Took nine damn hours to download FFS.

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      August 23, 2016 9:55 PM

      Shit I think I played like 4 hours tonight. 970/i54670k, by no means a top of the line system. Running basically on ultra at 1080p with a framerate of ~40 FPS. Varies between 30 and 50. It's vey consistent and looks incredible.

      I'm sure there some edge cases that will be ironed out over the next few weeks, but this seems like a really great port to me.

      The game is good!

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        August 24, 2016 6:37 AM

        Man I could not tolerate 40fps in a FPS game. Gsync/freesync maybe it would be okay.

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      August 23, 2016 10:00 PM

      Runs great here. My only gripe is the first time it loads it takes time. But loading after that is much quicker.

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      August 24, 2016 6:32 AM

      Did Nixxes not do this version?