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If playing at high framerates when the in-game limiter is disabled, facial animations on in-game cutscenes play back extremely quickly, skipping their transitions between each expression. This makes t…
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Hi there, Jeff
I have been playing with your fantastic DOOM Risc OS port for years now, yet there's something I always notice: the framerate is...well, it's correct but inadequate for today's monit…
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So I've had a few more ideas for how we can streamline just a few things and maybe cut out some superfluous toggles:
- merge the "fullscreen" and "exclusive fullscreen toggles", allowing the fullscre…
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Hi @NY00123
How feasible would it be to have uncapped framerate + movement interpolation on those? Since they are 70Hz games originally, they seem to tick the screen refresh at 35Hz, which looks p…
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1. the player moves on their own when looking left/right you can basically slide across the floor by doing this which is clearly not intended behavior
2. weapon info in the inventory and cheat info …
ghost updated
11 months ago
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The framerate can rather juddery when playing online with uncapped FPS. Not entirely sure how one would go about mitigating this, but whatever was done for Crispy Doom seems to yield better results ov…
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Opening passive tree causes coil whine from gpu and somewhat unresponsive tree.
This is on a gtx 1080 and all attempts at capping framerates have been unsuccessful.
Solution might be something like…
eccyy updated
4 years ago
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When I'm playing the game, it's capped at 60 fps but if I alt-tab, the framerate is no longer capped but I can't play.
FOV and Ultrawide work fine though. Thanks for the mod!
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Is it possible to implement any of these?
Also, would it be possible to for the intro videos to scale to the top of the screen. At the moment, they run with no scaling.
Thanks
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### Description
Application framerate went from a capped 60fps to a ~300fps.
Upgrading to SkiaSharp.Views.Forms version="1.60.1" from version="1.59.3"
Using SKGLView with HasRenderLoop to tr…