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Horror

Dead by Daylight

An asymmetric chase game where a single dropped frame during a loop changes the outcome, on an engine that compiles shaders as new characters and maps appear.

  • latency-sensitive
  • shader-compilation
  • cpu-bound

Why this game, specifically

The whole game is decided in chases lasting a few seconds, so consistency matters more than peak frame rate. Two things reliably break that consistency on Windows: shader compilation the first time a perk or map effect appears, and background work arriving mid-chase. ORION configures the shader cache the driver keeps and audits what else is running.

What ORION checks

Recommended changes

Broadly appropriate, low expected side effects, and reversible where the badge says so. These are catalog entries, not a script: ORION reads the current value on your PC first and skips anything already set.

Advanced options

Legitimate changes with real trade-offs: hardware dependence, power draw, or behaviour that varies between systems. ORION shows these separately, records the previous value before writing, and never folds them into a one-click run.

Trade-offs and limits

ORION does not publish a frame-rate figure for Dead by Daylight, because we do not have reproducible before-and-after data for your hardware. What the app can do is capture frames on your PC, in your game, before and after a change, and show you that.

Open this profile in ORION

ORION queues the matching profile for your review when it detects Dead by Daylight launching. It does not apply anything on its own.