PalMz
Maggot
New to duelling.
Posts: 22
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Post by PalMz on Mar 30, 2017 3:52:03 GMT
There are two options: - 30 FPS bug-free,
- Up to 68 FPS with speed-up bugs.
The speed-up bug affects melee-combat, up to half of your attacks misses. Bots are not affected. I simply experimented with the game hacking tool Cheat Engine, and discovered the first method for a long time ago. The second method required a bit more experience from me... which I managed to figure out recently! If you are interested of knowing how to do these things, please tell me. I've been testing some mechanics by myself. The client had 62 FPS lock and the host had 68. (As I haven't yet figured out how to setup the same FPS locks). You can really tell the impact of the timings... The archer is definetly OP! You can kick 2-3 times faster and make combos, as long as you press forward while spamming that kick-button, or it will have a normal delay. In fact, you can perform all kinds of melee-attacks 2-3 times faster. BUT, you can't hit a complete combo since the attacks' hit-delays often gets overrun by the next-coming attack. This also means that you can perform aerials faster. They are more effective, as long you do not press the buttons too fast. I also posted this on the old forum.
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Post by tsunamiggpo on Apr 28, 2018 18:16:20 GMT
Good Stuff, im just in the middle of experimenting on that myself, 38 fps still looks smooth and playable, not too bad on the speed bug, to be honest I could live with it as long as we have smooth frame rate, either way 30fps deffo an improvement over 25fps, 25 make your eyes bleed..............
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PalMz
Maggot
New to duelling.
Posts: 22
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Post by PalMz on Apr 29, 2018 12:40:38 GMT
Good Stuff, im just in the middle of experimenting on that myself, 38 fps still looks smooth and playable, not too bad on the speed bug, to be honest I could live with it as long as we have smooth frame rate, either way 30fps deffo an improvement over 25fps, 25 make your eyes bleed.............. Hahah yeah, eye bleeding stuff it is! I think the multiplayer games runs kinda slowly at 30 FPS... so, it would be cool if we all could come down to an optimized FPS lock over 30. My trainer have no problem to set both client and host at 68 FPS, which made the game look extremely smooth, just like Singleplayer! (I use a 144 Hz monitor).
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Post by [BC]Onde Aander on May 5, 2018 9:55:08 GMT
I think the reason multiplayer is locked at 25fps is because the networking is synchronized with the frame rate. In other words, I think they had to limit to 25fps in order to limit the amount of network data that is transmitted. I suspect if you could run multiplayer at 60fps with 16 players, it would be unplayable due to lag or synchronization problems. That doesn't seem like a good design to me, but neither were a lot of things...
There were even major timing differences between PC/Xbox/PS3 multiplayer, for example on Xbox the first 3 moves of the warrior's combo were virtually uninterruptible and his heavy special could not be dodged. If the networking had been designed well, I would expect consistent behaviour regardless of frame rate or system.
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PalMz
Maggot
New to duelling.
Posts: 22
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Post by PalMz on May 17, 2018 23:36:48 GMT
Yeah. Interesting! I also believe it has to do with the networking. It is really a bad engine for PC because, the timing seems to depend on renderer frames and not (the more complex) ticking. But then we have singleplayer, where the framerate is unlocked. It makes everything so confusing! And that's not all of it...
When you put a higher FPS lock for the server host. It will make the moves' delays run out faster, but not make them faster in motion nor make them hit earlier. So, it makes the timings kind'a a hybrid between tick- and frame-dependable.
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Post by [BC]Dr. Mayhem on May 20, 2018 14:57:40 GMT
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PalMz
Maggot
New to duelling.
Posts: 22
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Post by PalMz on Jun 7, 2018 1:14:29 GMT
That's some healthy "noob stuff"! I don't actually know what I am talking about... I mean, I wish I had some mad programming skills
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Post by "=TLA"=zsolna on Jul 14, 2018 19:29:36 GMT
bob
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