Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Engine runs too fast and is jittery on higher spec systems #454

Open
eagerestwolf opened this issue Jul 5, 2022 · 2 comments
Open

Engine runs too fast and is jittery on higher spec systems #454

eagerestwolf opened this issue Jul 5, 2022 · 2 comments

Comments

@eagerestwolf
Copy link

When I run metaforce on my (admittedly way overpowered) Windows gaming PC, I'm noticing that movement and animations are too fast and jittery in spots. When I say jittery, what I mean is sometimes I'll be moving along just fine; then, all of a sudden, I'll get launched down a hallway. For example, the title screen animation is running about 2.5x too fast (the pause screen animation is too). Additionally, when I'm on the space pirate frigate (the intro area) I get launched forward in some of the hallways, presumably because the load on the game is light. The game is running at a locked 120 fps.

I suspect the issue may be one of two things (I'm not a very good C++ developer, so I haven't jumped into the code to check): either the framerate cap is too high, or the delta time calculations aren't being applied correctly to movement and animations. I find the first option to be unlikely since I'm staying at a locked 120 fps while movement and animations are all over the place. That leads me to believe that when it comes to movement and animations, maybe the engine isn't necessarily taking into account how long it took to complete those actions, thus leading to unpredictable and jittery movement and animations? Again, I'm not a C++ developer (or a game developer for that matter), so I'm only offering my best guesses as to what the problem might be in hopes you guys can track it down easier.

@Antidote
Copy link
Member

Antidote commented Jul 5, 2022

These problems are known and we already have some ideas on the causes, they will be addressed once our current working branch gets merged into main.

The game running too fast is due to it assuming 60FPS so all of the updates are happening too quickly.

@eagerestwolf
Copy link
Author

I figured it was something along those lines. I only opened an issue because I didn't see one for it already, and I wasn't sure if you guys were aware. I'll definitely keep an eye out for a patch. That said, I know things like this don't happen quickly on these passion projects.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Projects
None yet
Development

No branches or pull requests

3 participants