• Titanfall’s 144hz patch increased rate-of-fire, but it’s all fixed now
    22 replies, posted
[url]http://www.pcgamesn.com/titanfall-s-144hz-patch-increased-rate-fire-it-s-all-fixed-now[/url]
I'm getting 300fps jump vibes back from call of duty 2 where higher frame rates affect gravity for some reason
Fix your timestep! If anyone is interested in this topic and how its solved you can check out article: [url]http://gafferongames.com/game-physics/fix-your-timestep/[/url] Although I'm assuming this problem was a little more complex, because it's a pretty basic topic that any experienced developer should know to take care of right off the bat.
[QUOTE=Doritos-pope;44827183]I'm getting 300fps jump vibes back from call of duty 2 where higher frame rates affect gravity for some reason[/QUOTE] In CoD4 if you had a specific framerate you could strafejump further.
[QUOTE=Socram;44827255]Fix your timestep! If anyone is interested in this topic and how its solved you can check out article: [url]http://gafferongames.com/game-physics/fix-your-timestep/[/url] Although I'm assuming this problem was a little more complex, because it's a pretty basic topic that any experienced developer should know to take care of right off the bat.[/QUOTE] It's probably something quite similar however. If the framerate and actions in the game are so tightly coupled, but physics isn't it suggests they're doing something weird for the shooting mechanic rather than slapping it in the nicely uncoupled game loop.
Holy shit, they aren't using deltaTime? [QUOTE=Socram;44827255] Although I'm assuming this problem was a little more complex, because it's a pretty basic topic that any experienced developer should know to take care of right off the bat.[/QUOTE] I don't see how it could be any more complex then just using deltaTime to count the time between shots.
They do multiply by deltatime, that's not the problem. What happens is that when a shot is fired the fire timer is reset to 0, rather than subtracting the fire interval so that the extra time isn't thrown out. The timer on the video seems to be slightly wrong or there's something else happening I'm not aware of, but my idea is roughly consistent with those values R101C theoretical fire interval: 0.074s Rounded up to 1/60: 0.083s 39 * 0.083 = 3.237 Rounded up to 1/120: 0.075s 39 * 0.075 = 2.925
A lot of companies don't bother with delta time anymore or never bothered implementing it. Mass Effect is pretty famous for (failing to do) this, a couple of raven games had the "reset@ 0" issue as well. Kind of dumb, really.
[QUOTE=27X;44827781]A lot of companies don't bother with delta time anymore or never bothered implementing it. Mass Effect is pretty famous for (failing to do) this, a couple of raveng ames had the "reset@ 0" issue as well. Kind of dumb, really.[/QUOTE] When you're building for a fixed hardware like the Xbox or Playstation, you can build the game around the hardware clock cycles rather than delta time.
It shouldn't have had any actual impact on gameplay, as the actual bullets should be simulated and fired serverside. It would only appear as if the fire-rate is sped up clientside.
[QUOTE=thomasfn;44827869]It shouldn't have had any actual impact on gameplay, as the actual bullets should be simulated and fired serverside. It would only appear as if the fire-rate is sped up clientside.[/QUOTE] If this were the case the server would tell the client the proper amount of loaded ammo and it'd jump to what it should be.
[QUOTE=Thlis;44827698]Holy shit, they aren't using deltaTime? I don't see how it could be any more complex then just using deltaTime to count the time between shots.[/QUOTE] No, they'll probably be using gpGlobals->curtime + cycle rate like all Source games do.
[QUOTE=KillerJaguar;44827857]When you're building for a fixed hardware like the Xbox or Playstation, you can build the game around the hardware clock cycles rather than delta time.[/QUOTE] Consoles can change framerate too you know. Damn, my automerge.
[QUOTE=KillerJaguar;44827857]When you're building for a fixed hardware like the Xbox or Playstation, you can build the game around the hardware clock cycles rather than delta time.[/QUOTE] Sure, and that's fine; except the title in question is multiplatform, with wildly variable framerate resolves for each.
Apparently Dark Souls 2's durability damage is determined by how many frames your swing is touching either an ally or a corpse, and so on the PC version you literally take double durability damage if you run it at 60FPS, as opposed to the consoles' 30FPS.
[QUOTE=Naota1248;44830752]Apparently Dark Souls 2's durability damage is determined by how many frames your swing is touching either an ally or a corpse, and so on the PC version you literally take double durability damage if you run it at 60FPS, as opposed to the consoles' 30FPS.[/QUOTE] That explains some things...
KF has some of the same issues.
Ever since the patch I been getting hardware deformation issues which results in stretched pilots and titans I hope they fix this
[QUOTE=Doritos-pope;44827183]I'm getting 300fps jump vibes back from call of duty 2 where higher frame rates affect gravity for some reason[/QUOTE] I remember that and also, idk if it worked in CoD 2 but in the first CoD if you put your FPS cap to 1000 then the view bob would stop working, and your character would slide around not making noise so you could effectively silently sprint around the map.
I remember at some point I was able to lock on a Titan with a Archer missile in less than a second, rather than the usual 2.5 seconds. I thought I had activated some sort of weird upgrades or the stryder had some status effects. :v:
raising the fps in a goldsrc game makes the amount of speed you gain from bunnyhopping higher, and is the variable that determines how much health you gain from two of the doors in half life 1 that have a negative damage value when you block it from opening, so if you set your fps to 1000, you would gain 1000 health every second
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