I get around ~50 FPS average and some drops down to ~45 in bigger fights or big open areas which is okay for me since it still stays in my monitor's Freesync range most of the time.
I do play on 2560x1080 which is around ~10 FPS less than 1920x1080 so I guess the RX 570 would be fine for that resolution with the same tweaked settings.
There was a weird or buggy zone tho where my FPS tanked and had to drop down to the lowest settings just to get trough.
Luckily it was just a ~10 mins long zone and so far in ~26 hours of gameplay that was the only one,no idea what was the deal with that place.
I'm surprised no reports of crashing here. I went through a good 2 hours of tweaking before I could get the game to run stable but after capping at 60fps. After I posted my 'fix' on the Gearbox forum others started posting it as a fix as well. The game is super broken for the most part but runs stable just fine on another one of my computers which is slightly less powerful than the machine that was crashing constantly.
In my ~26+ hours atm I had 2 crashes so far and only 1 was a 'real' crash the other one was me doing stuff in the bacground while the game was open.
I have vsync off in the game with unlimited FPS cap since I'm using a global FPS cap of 74 in the AMD driver to always stay in my monitor's Freesync range.
Right? I always thought of BL to be a laid back cell shaded ez to run game, but this seems very demanding
Unreal 3 vs Unreal 4,obviously there will be a system req jump.
This is not uncommon with UE 4 games,I get even bigger drops in Darksiders 3 for example when bunch of stuff is happening on the screen like transforming to Havoc form with tons of particle effects.
That being said I do agree that the game could use optimization but at least we are not stuck using 1 CPU core 100% like in BL 2..
Btw BL is not cell shaded,its using
hand drawn 'art' style look.