{"id":4868,"date":"2026-09-13T16:50:06","date_gmt":"2026-09-13T16:50:06","guid":{"rendered":"https:\/\/hone.gg\/blog\/?p=4868"},"modified":"2026-09-14T20:32:51","modified_gmt":"2026-09-14T20:32:51","slug":"the-blood-of-dawnwalker-best-settings","status":"publish","type":"post","link":"https:\/\/hone.gg\/blog\/the-blood-of-dawnwalker-best-settings\/","title":{"rendered":"The Blood of Dawnwalker Best PC Settings for FPS"},"content":{"rendered":"\n<style>\nbody.postid-4868 .elementor-widget-theme-post-content .dw-component,body.postid-4868 .elementor-widget-theme-post-content .dw-component *{box-sizing:border-box}body.postid-4868 .elementor-widget-theme-post-content .dw-component{--dw-accent:#F99926;--dw-ink:#07111e;--dw-panel:#0d1a2a;--dw-line:#49647d;--dw-text:#f7f9fc;--dw-muted:#d5dde7;margin:28px 0;color:var(--dw-text);border:1px solid var(--dw-line);border-radius:16px;background:var(--dw-panel);overflow:hidden}body.postid-4868 .elementor-widget-theme-post-content .dw-component 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.dw-requirements{padding:20px 22px;border-left:5px solid #F99926}body.postid-4868 .elementor-widget-theme-post-content .dw-bottom{padding:30px;background:linear-gradient(135deg,#07111e,#162943);border-top:5px solid #F99926}body.postid-4868 .elementor-widget-theme-post-content .bw-inline-image img{display:block;width:100%;height:auto;border-radius:14px}body.postid-4868 .elementor-widget-theme-post-content .bw-inline-image figcaption{font-size:14px;color:#e7edf5!important;background:#101c2c;padding:8px 10px;margin-top:8px;border-radius:8px}body.postid-4868 .elementor-widget-theme-post-content .bw-faq{margin:0 0 12px;padding:15px 18px;border-left:3px solid #F99926;background:#101c2c;color:#f7f9fc}body.postid-4868 .elementor-widget-theme-post-content .bw-faq .aioseo-faq-block-question{margin:0 0 7px!important;color:#f7f9fc!important;font-size:18px!important;line-height:1.35}body.postid-4868 .elementor-widget-theme-post-content .bw-faq .aioseo-faq-block-answer p{margin:0!important;color:#e7edf5!important}\n@media(max-width:600px){body.postid-4868 .elementor-widget-theme-post-content .dw-cta{min-height:280px;padding:18px 16px}body.postid-4868 .elementor-widget-theme-post-content .dw-cta h2{font-size:22px!important}body.postid-4868 .elementor-widget-theme-post-content .dw-cta p{line-height:1.45!important}body.postid-4868 .elementor-widget-theme-post-content .dw-button{width:100%}body.postid-4868 .elementor-widget-theme-post-content .dw-swipe{display:block}body.postid-4868 .elementor-widget-theme-post-content .dw-tuning{display:block}body.postid-4868 .elementor-widget-theme-post-content .dw-tuning li{margin:6px 0}body.postid-4868 .elementor-widget-theme-post-content .dw-choice{width:100%}}\n<\/style>\n\n\n\n<p class=\"wp-block-paragraph\">Start with the current game build, native output resolution, and the ten values below. Select DLSS, FSR, or XeSS for your GPU, measure native rendering or Quality first, then try Balanced only if GPU load is the limit. Lower reflections, effects, shadows, foliage, and detail before sacrificing lighting or post-processing. Keep Frame Generation off while establishing base performance: it can improve presentation, but it cannot repair a slow rendered frame rate or engine-side hitch.<\/p>\n\n\n<ul class=\"wp-block-list dw-answer-strip\"><li><strong>Baseline:<\/strong> Medium for the main scalable effects; High for post-processing, light, shading, and volumetrics.<\/li><li><strong>Upscaling:<\/strong> Native or Quality first; Balanced only after a repeatable test shows a GPU limit.<\/li><li><strong>Diagnosis:<\/strong> Compare one change on one route instead of chasing a universal FPS number.<\/li><\/ul>\n\n\n\n<!-- bw:early-cta:v1 --><aside class=\"dw-component dw-cta dw-early\" aria-labelledby=\"dw-early-title\"><div class=\"dw-cta-copy\"><span class=\"dw-kicker\">Free PC performance optimizer<\/span><h2 id=\"dw-early-title\">Clean PC headroom before you test<\/h2><p>Reduce avoidable Windows overhead, then compare the same route before and after each Dawnwalker settings change.<\/p><a class=\"dw-button\" href=\"https:\/\/hone.gg\/app\/gethone\/?utm_source=hone_blog&amp;utm_medium=content&amp;utm_campaign=dawnwalker_best_settings&amp;utm_content=early_cta\">Download Hone<\/a><\/div><\/aside><!-- \/bw:early-cta:v1 -->\n\n\n<p class=\"wp-block-paragraph\">Before changing the game, <a href=\"https:\/\/hone.gg\/blog\/optimize-pc-for-gaming\/\">reduce avoidable Windows background load<\/a> so another process does not distort the comparison.<\/p>\n\n\n<h2 class=\"wp-block-heading\" id=\"best-pc-settings-to-start-with\">Best PC settings to start with<\/h2>\n<p class=\"wp-block-paragraph\">These values are a conservative starting line rather than a universal preset. Hold resolution, upscaling, route, weather, and camera movement steady while you test.<\/p>\n\n<!-- bw:settings-table:v1 --><p class=\"dw-swipe\"><span aria-hidden=\"true\">\u2194<\/span> Swipe sideways to see every column.<\/p><div class=\"dw-table-wrap\" role=\"region\" tabindex=\"0\" aria-label=\"The Blood of Dawnwalker baseline PC settings\"><div class=\"table-wrapper\"><table class=\"dw-table\"><caption>Conservative starting settings for the current checked PC build<\/caption><thead><tr><th scope=\"col\">Exact menu label<\/th><th scope=\"col\">Starting value<\/th><th scope=\"col\">Why and when to adjust<\/th><\/tr><\/thead><tbody>\n<tr><td><code>Reflections Quality<\/code><\/td><td><code>Medium<\/code><\/td><td>Cost rises above Medium; raise only after the target is stable.<\/td><\/tr><tr><td><code>Effects Quality<\/code><\/td><td><code>Medium<\/code><\/td><td>A practical lever in effects-heavy and foliage-rich scenes.<\/td><\/tr><tr><td><code>Shadow Quality<\/code><\/td><td><code>Medium<\/code><\/td><td>If still GPU-limited, test <code>Low<\/code> and watch draw distance and pop-in.<\/td><\/tr><tr><td><code>Post-Processing Quality<\/code><\/td><td><code>High<\/code><\/td><td>Preserves effects quality and avoids an Ultra depth-of-field artifact observed in launch-build testing.<\/td><\/tr><tr><td><code>Detail Quality<\/code><\/td><td><code>Medium<\/code><\/td><td>Reduces fine environmental density for a modest, repeatable saving.<\/td><\/tr><tr><td><code>Foliage Quality<\/code><\/td><td><code>Medium<\/code><\/td><td>Useful in dense outdoor scenes; judge thinning while moving.<\/td><\/tr><tr><td><code>Texture Quality<\/code><\/td><td><code>Medium<\/code><\/td><td>A safe 8 GB-class start; test <code>Low<\/code> if memory pressure persists.<\/td><\/tr><tr><td><code>Light Quality<\/code><\/td><td><code>High<\/code><\/td><td>Retains stronger indirect lighting; Medium showed no compelling extra saving.<\/td><\/tr><tr><td><code>Shading Quality<\/code><\/td><td><code>High<\/code><\/td><td>Keep High and tune after the better-established levers.<\/td><\/tr><tr><td><code>Volumetric Quality<\/code><\/td><td><code>High<\/code><\/td><td>Tune late, one step at a time.<\/td><\/tr><\/tbody><\/table><\/div><\/div><!-- \/bw:settings-table:v1 -->\n\n<p class=\"wp-block-paragraph\">Recheck the launch-build post-processing observation after updates. A patch can change both cost and image behavior, so preserve the method even when an individual result changes.<\/p>\n\n<h2 class=\"wp-block-heading\" id=\"change-these-settings-first\">Change these settings first<\/h2>\n<!-- bw:tuning-order:v1 --><ol class=\"dw-tuning\"><li>Reflections<\/li><li>Effects<\/li><li>Shadows<\/li><li>Foliage and detail<\/li><li>Textures if memory-limited<\/li><li>Light and post-processing last<\/li><\/ol><!-- \/bw:tuning-order:v1 -->\n<p class=\"wp-block-paragraph\">Begin with reflections. Controlled launch-build testing found a large cost above Medium. Effects comes next because combat and vegetation can expose its cost more clearly than quiet interiors. Move shadows down only after checking Medium. Low may help a GPU-bound run, but inspect moving scenes for shorter reach and pop-in.<\/p>\n<p class=\"wp-block-paragraph\">Next, compare foliage and detail along the same forest or town path. Judge the visual thinning in motion, not from a still menu. Textures chiefly need to fit available video memory and streaming load. Medium is the conservative 8 GB-class start; Low is a troubleshooting step when memory pressure or repeatable hitches persist. It is not a guaranteed average-FPS switch.<\/p>\n<p class=\"wp-block-paragraph\">Leave light, shading, volumetrics, and post-processing until later. High retains the lighting balance, while stronger measured savings sit earlier in the order. The Ultra post-processing artifact was launch-build behavior, not a permanent diagnosis.<\/p>\n\n\n<figure class=\"wp-block-image size-large bw-inline-image\"><picture><source type=\"image\/avif\" srcset=\"https:\/\/hone.gg\/blog\/wp-content\/uploads\/2026\/09\/dawnwalker-performance-trial.avif\"><source type=\"image\/webp\" srcset=\"https:\/\/hone.gg\/blog\/wp-content\/uploads\/2026\/09\/dawnwalker-performance-trial.webp\"><img loading=\"lazy\" src=\"https:\/\/hone.gg\/blog\/wp-content\/uploads\/2026\/09\/dawnwalker-performance-trial.webp\" width=\"1280\" height=\"720\" loading=\"lazy\" decoding=\"async\" alt=\"The Blood of Dawnwalker character crossing a dark outdoor combat area\" class=\"wp-image-4866\" srcset=\"https:\/\/hone.gg\/blog\/wp-content\/uploads\/2026\/09\/dawnwalker-performance-trial.webp 1280w, https:\/\/hone.gg\/blog\/wp-content\/uploads\/2026\/09\/dawnwalker-performance-trial-300x169.webp 300w, https:\/\/hone.gg\/blog\/wp-content\/uploads\/2026\/09\/dawnwalker-performance-trial-1024x576.webp 1024w, https:\/\/hone.gg\/blog\/wp-content\/uploads\/2026\/09\/dawnwalker-performance-trial-768x432.webp 768w\" sizes=\"auto, (max-width: 1280px) 100vw, 1280px\" \/><\/picture><figcaption class=\"wp-element-caption\">Use a repeatable moving scene to inspect foliage, shadows, frametime spikes, and Frame Generation artifacts; the image is context, not a benchmark.<\/figcaption><\/figure>\n\n\n<h2 class=\"wp-block-heading\" id=\"choose-dlss-fsr-or-xess\">Choose DLSS, FSR, or XeSS<\/h2>\n<p class=\"wp-block-paragraph\">Start at native output resolution, then choose the supported upscaler suited to your GPU: DLSS, FSR, or XeSS. Compare native rendering against Quality to spot foliage shimmer, fine-detail loss, or instability in motion. Move to Balanced when lowering render resolution produces a meaningful improvement and the GPU is clearly the limit.<\/p>\n<p class=\"wp-block-paragraph\">Do not default to Performance at 1440p. Controlled testing on one launch-build route found only a limited gain over Balanced alongside more foliage noise. That is directional evidence, not a promise for every system or scene. The <a href=\"https:\/\/en.bandainamcoent.eu\/dawnwalker\/news\/the-blood-of-dawnwalker-will-launch-september-3-rebel-wolves-revealed-key-details\">current Bandai requirements chart<\/a> measures targets without upscaling or Frame Generation. An <a href=\"https:\/\/store.steampowered.com\/news\/app\/3751260\/view\/667242716145390401\">older Steam requirements revision<\/a> used Balanced upscaling; never combine their rows.<\/p>\n\n<h2 class=\"wp-block-heading\" id=\"should-you-use-frame-generation\">Should you use Frame Generation?<\/h2>\n<p class=\"wp-block-paragraph\">Keep Frame Generation off while finding your rendered, or base, frame rate. The evidenced experimental 2\u00d7 option creates additional displayed frames between rendered ones. It can make camera motion look smoother, but it does not double the underlying simulation or improve base responsiveness.<\/p>\n<p class=\"wp-block-paragraph\">Test it only after the game feels playable without it. Repeat the same combat and traversal sequence while checking input response, fringing, foliage breakup, and fast-pan artifacts. Generated frames may add latency, so a larger displayed number is not automatically better. Feature status is patch-sensitive; check the <a href=\"https:\/\/store.steampowered.com\/news\/app\/3751260\">official Steam news hub<\/a> before relying on the experimental label.<\/p>\n\n<h2 class=\"wp-block-heading\" id=\"why-stutter-can-remain\">Why stutter can remain after lowering settings<\/h2>\n<p class=\"wp-block-paragraph\">A lower preset cannot solve every hitch. If reducing output resolution or moving from Quality to Balanced materially improves the route, GPU load is the likely limit. If resolution barely changes performance while CPU work remains heavy, the bottleneck may sit with CPU or engine work.<\/p>\n<p class=\"wp-block-paragraph\">Traversal is another case. Asset streaming or entering a new area can create a frame-time spike\u2014a brief delay between displayed frames\u2014even when average FPS looks acceptable. Video memory (VRAM) pressure can produce similar symptoms, so compare Medium textures with Low after a reload. If hitches survive lower resolution and Low settings, stop destroying image quality in search of a graphics-only cure.<\/p>\n<p class=\"wp-block-paragraph\">Official hotfixes have included performance and stability changes, including <a href=\"https:\/\/store.steampowered.com\/news\/app\/3751260\/view\/669502126020362678\">Hotfix 1.0.5<\/a>. Update before diagnosing, but do not assume one patch removes every route-specific spike. Engine-side behavior may remain outside a PC optimizer&#8217;s reach.<\/p>\n\n<h2 class=\"wp-block-heading\" id=\"find-the-limiting-factor\">Find the limiting factor in three tests<\/h2>\n\n<!-- bw:bottleneck-check:v1 --><section id=\"dw-bottleneck-v1\" class=\"dw-component dw-router\" data-state=\"fallback\" aria-labelledby=\"dw-bottleneck-title\"><span class=\"dw-kicker\">One symptom, one next test<\/span><h3 id=\"dw-bottleneck-title\">Choose the closest bottleneck route<\/h3><p data-fallback>All three routes are shown because JavaScript is unavailable.<\/p><div class=\"dw-enhanced\" data-enhanced hidden><div class=\"dw-choices\" role=\"group\" aria-label=\"Bottleneck choices\"><button class=\"dw-choice\" type=\"button\" data-route=\"gpu\" aria-expanded=\"false\" aria-controls=\"dw-gpu-route\">GPU-limited<\/button><button class=\"dw-choice\" type=\"button\" data-route=\"cpu\" aria-expanded=\"false\" aria-controls=\"dw-cpu-route\">CPU\/engine-limited<\/button><button class=\"dw-choice\" type=\"button\" data-route=\"vram\" aria-expanded=\"false\" aria-controls=\"dw-vram-route\">VRAM\/stutter<\/button><\/div><p class=\"dw-status\" data-status role=\"status\" aria-live=\"polite\" aria-atomic=\"true\"><\/p><\/div><div class=\"dw-routes\"><section id=\"dw-gpu-route\" class=\"dw-route\" data-panel=\"gpu\"><h3>GPU-limited<\/h3><p>Lower render resolution or move from Quality to Balanced. If the route improves materially, keep upscaling fixed and test reflections, effects, shadows, foliage, and detail in that order.<\/p><\/section><section id=\"dw-cpu-route\" class=\"dw-route\" data-panel=\"cpu\"><h3>CPU\/engine-limited<\/h3><p>If a resolution reduction barely helps, restore image quality, close avoidable background work, and inspect CPU and frame-time behavior instead of lowering every graphics control.<\/p><\/section><section id=\"dw-vram-route\" class=\"dw-route\" data-panel=\"vram\"><h3>VRAM\/stutter<\/h3><p>Watch video memory use, reload, and compare Medium textures with Low. If hitches survive that test and lower resolution, treat them as a patch-sensitive streaming or engine symptom.<\/p><\/section><\/div><\/section><!-- \/bw:bottleneck-check:v1 -->\n\n\n<h2 class=\"wp-block-heading\" id=\"current-pc-requirements\">Current PC requirements and revision note<\/h2>\n<p class=\"wp-block-paragraph\">Bandai&#8217;s current chart spans minimum, recommended, high, and ultra targets. Use the tier matching your output resolution and frame-rate goal, then treat listed hardware as a planning reference rather than a guarantee. Its targets were measured without upscaling or Frame Generation, so they are not directly comparable with results produced using either feature.<\/p>\n<!-- bw:requirements-revision:v1 --><aside class=\"dw-component dw-requirements\"><strong>Requirements revision:<\/strong> This article follows the current Bandai chart. The Steam requirements table is an earlier revision that used Balanced upscaling; its rows are not merged with Bandai&#8217;s current tiers.<\/aside><!-- \/bw:requirements-revision:v1 -->\n<p class=\"wp-block-paragraph\">Confirm the chart through the <a href=\"https:\/\/www.bandainamcoent.com\/games\/dawnwalker\">official Bandai game page<\/a> and check the <a href=\"https:\/\/store.steampowered.com\/app\/3751260\/The_Blood_of_Dawnwalker\/\">official Steam store page<\/a> before buying or upgrading hardware.<\/p>\n\n<h2 class=\"wp-block-heading\" id=\"test-each-change\">Test each change for 60\u201390 seconds<\/h2>\n<p class=\"wp-block-paragraph\">Update the game and GPU driver, reboot if appropriate, close avoidable background tasks, and choose a route with dense vegetation, open traversal, and repeatable combat. Warm it once. Run the same weather, time, and camera path at least three times while recording average FPS, frame time, and 1% lows\u2014the slowest one percent of recorded frames. Compare medians, not the best pass.<\/p>\n<p class=\"wp-block-paragraph\">Keep resolution and upscaling fixed while changing one setting. Reload or restart when a texture-memory comparison requires it. Establish base performance with Frame Generation off, then test generated frames separately. With variable refresh rate (VRR), cap below the monitor&#8217;s refresh ceiling rather than prescribing one number. Pick a stable target the slowest repeatable scene supports.<\/p>\n\n<h2 class=\"wp-block-heading\" id=\"frequently-asked-questions\">Frequently asked questions<\/h2>\n<div class=\"wp-block-aioseo-faq bw-faq\" data-schema-only=\"false\"><h3 class=\"aioseo-faq-block-question\">What are the best PC settings for The Blood of Dawnwalker?<\/h3><div class=\"aioseo-faq-block-answer\"><p class=\"wp-block-paragraph\">Start with Medium reflections, effects, shadows, detail, foliage, and textures. Keep post-processing, light, shading, and volumetrics at High. Test native rendering or Quality upscaling first, then change one control at a time on a repeatable route rather than expecting a universal FPS result.<\/p><\/div><\/div>\n<div class=\"wp-block-aioseo-faq bw-faq\" data-schema-only=\"false\"><h3 class=\"aioseo-faq-block-question\">Should I use DLSS, FSR, or XeSS in The Blood of Dawnwalker?<\/h3><div class=\"aioseo-faq-block-answer\"><p class=\"wp-block-paragraph\">Choose the supported upscaler appropriate to your GPU. Compare native rendering with Quality first. Move to Balanced only when a resolution reduction shows the GPU is limiting performance. Avoid treating Performance as the automatic 1440p choice because image stability and gains vary by route.<\/p><\/div><\/div>\n<div class=\"wp-block-aioseo-faq bw-faq\" data-schema-only=\"false\"><h3 class=\"aioseo-faq-block-question\">Should I enable Frame Generation in The Blood of Dawnwalker?<\/h3><div class=\"aioseo-faq-block-answer\"><p class=\"wp-block-paragraph\">Leave Frame Generation off while measuring base performance. Test the experimental 2\u00d7 option only after the rendered frame rate feels playable. It can improve displayed smoothness, but may add latency, fringing, or camera-pan artifacts and does not double real rendered performance.<\/p><\/div><\/div>\n<div class=\"wp-block-aioseo-faq bw-faq\" data-schema-only=\"false\"><h3 class=\"aioseo-faq-block-question\">Which The Blood of Dawnwalker settings improve FPS first?<\/h3><div class=\"aioseo-faq-block-answer\"><p class=\"wp-block-paragraph\">Test Reflections Quality first, followed by Effects Quality, Shadow Quality, then Foliage Quality and Detail Quality. Keep the route, resolution, and upscaler unchanged. Adjust textures for memory pressure, while light and post-processing remain later comparisons rather than first cuts.<\/p><\/div><\/div>\n<div class=\"wp-block-aioseo-faq bw-faq\" data-schema-only=\"false\"><h3 class=\"aioseo-faq-block-question\">Why does The Blood of Dawnwalker still stutter after lowering settings?<\/h3><div class=\"aioseo-faq-block-answer\"><p class=\"wp-block-paragraph\">Stutter can come from CPU or engine work, traversal streaming, or VRAM pressure rather than raw GPU load. If lower resolution and Low settings barely change the hitch, stop sacrificing image quality. Update the game, repeat the same route, and inspect frametimes instead.<\/p><\/div><\/div>\n<div class=\"wp-block-aioseo-faq bw-faq\" data-schema-only=\"false\"><h3 class=\"aioseo-faq-block-question\">How should I set Texture Quality for my GPU&#8217;s VRAM?<\/h3><div class=\"aioseo-faq-block-answer\"><p class=\"wp-block-paragraph\">Medium is the conservative starting point for an 8 GB-class GPU. Watch VRAM use and repeatable hitches, then test Low after a reload if pressure persists. Texture Quality is mainly a memory and streaming decision, not a guaranteed switch for higher average FPS.<\/p><\/div><\/div>\n\n\n<!-- bw:bottom-cta:v1 --><aside class=\"dw-component dw-bottom\" aria-labelledby=\"dw-bottom-title\"><span class=\"dw-kicker\">Retest on the same route<\/span><h2 id=\"dw-bottom-title\">Tune the game, then the PC<\/h2><p>Reduce background load with Hone, rerun the same route, and compare frame times\u2014not only peak FPS.<\/p><a class=\"dw-button\" href=\"https:\/\/hone.gg\/app\/gethone\/?utm_source=hone_blog&amp;utm_medium=content&amp;utm_campaign=dawnwalker_best_settings&amp;utm_content=bottom_cta\">Optimize with Hone<\/a><\/aside><!-- \/bw:bottom-cta:v1 -->\n\n\n\n<script>(()=>{const root=document.getElementById('dw-bottleneck-v1');if(!root)return;const enhanced=root.querySelector('[data-enhanced]'),fallback=root.querySelector('[data-fallback]'),status=root.querySelector('[data-status]'),buttons=Array.from(root.querySelectorAll('[data-route]')),panels=Array.from(root.querySelectorAll('[data-panel]'));try{if(!enhanced||!fallback||!status||buttons.length!==3||panels.length!==3)throw new Error('contract');const activate=(key,announce)=>{buttons.forEach(button=>button.setAttribute('aria-expanded',String(button.dataset.route===key)));panels.forEach(panel=>{panel.hidden=panel.dataset.panel!==key});const selected=buttons.find(button=>button.dataset.route===key);status.textContent=announce?selected.textContent+' advice selected.':'';root.dataset.activeRoute=key};buttons.forEach(button=>button.addEventListener('click',()=>activate(button.dataset.route,true)));enhanced.hidden=false;fallback.hidden=true;root.dataset.state='ready';activate('gpu',false)}catch(error){enhanced&&enhanced.setAttribute('hidden','');fallback&&fallback.removeAttribute('hidden');panels.forEach(panel=>panel.hidden=false);root.dataset.state='fallback'}})();<\/script>\n","protected":false},"excerpt":{"rendered":"<p>Find the best PC settings for The Blood of Dawnwalker, with practical DLSS, FSR, XeSS, Frame Generation, VRAM, and stutter guidance.<\/p>\n","protected":false},"author":6,"featured_media":4863,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[1,116],"tags":[],"class_list":["post-4868","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-pc-optimization","category-the-blood-of-dawnwalker"],"aioseo_notices":[],"aioseo_head":"\n\t\t<!-- All in One SEO Pro 5.0.1.1 - 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