Open SuperSamus opened 1 year ago
Thanks for the information, the smaller window for countering does seem to be there with higher framerates afaik, i had a lot of people report it in the yuzu discord
Ok, I tested Metroid Dread some more.
Framerate does influence physics. So, while I couldn't perceive any difference, it can influence the counter window, but only by the frametime difference (for example, between 60 FPS and 144 FPS, the difference is 9.7 ms). However, all games have different physics under different framerates (delta time doesn't make physics deterministic), so this is just more noticeable due to some of the very tight counter windows this game has. The game is definitely not "counting the frames" for the counter windows (tried parrying an E.M.M.I at 6 FPS, I couldn't do it). So, I'd write on top of the page that minor physics differences are to be expected, and for this game I'd write a note that says something like: "The minor physics difference may be a bit more noticeable, as some counter windows are very narrow".
Regarding the cinematic sliding on the first E.M.M.I., there's another problem: starting from ~120 FPS, the slide may cover less distance than intended, causing it to end right near the E.M.M.I and forcing Samus to counter it (the E.M.M.I. isn't actually stunned, due to the scripted nature of the sequence: at the normal framerate, the same thing would happen if you ran against it after the slide). At ~144+ FPS, this happens almost always.
BTW, this is on top of the chance of instantly dying when sliding (which, I repeat, also applies to Corpius). What happens precisely is the slide doesn't end (I presume because it "ended" while Samus was still under the enemy), Samus continues to slide (probably because due to the scripted cinematic it could end only in that specific moment), then after sliding some more she suddenly dies (it may be a failsafe when a slide lasts too long, because in a normal situation it'd mean she's stuck). It is rare, though. On the E.M.M.I., I couldn't get it once at 120 FPS (in about 10 tries). Got it at least once at 144 FPS (didn't count how many tries). Managed to get it twice in a row at ~170 FPS. It's important to know that all of this only applies to these two specific enemies: they are both in the very early game, after that you can uncap and forget.
(Now I need a massage to my neck.)
Ok, considering how many notes this game has, maybe a bullet list would be better. (Also, you forgot parenthesis for CTR)
Example:
- Metroid Dread
- Map screen scrolls faster
- Cutscenes are locked to 30 FPS
- If the framerate is too high (more than 120 FPS), you may die when sliding under enemies that trigger a cinematic (first E.M.M.I. tutorial, Corpius)
- That E.M.M.I. slide (if it didn't kill you) may not go far enough, and end right next to the E.M.M.I, forcing you to counter it[^1] (starts happening at ~120 FPS, almost guaranteed at 144+ FPS)
- The minor physics difference may be a bit more noticeable, as some counter windows are very narrow
[^1]: Due to the scripted nature of the sequence, the E.M.M.I. recovers immediately after the slide, which is supposed to go outside of the E.M.M.I.'s range
Anyway, video source for CTR:NF. https://www.youtube.com/watch?v=IpL16u-nhjE Player at 60 FPS, ghost at 30 FPS. Notice how far the player is ahead of the ghost at the start, despite both starting perfectly.
Could you allow editing the wiki by anyone?
I'll repeat the question: could you allow everyone to edit the wiki?
@Law022 I'll repeat the question: could you allow everyone to edit the wiki?
Settings > General > Features > Wikis > Uncheck "Restrict editing to collaborators only"
Since apparently this wiki is dead, I made a fork: https://github.com/SuperSamus/Dynamic-Frame-Rate-Wiki/wiki/Game--List
Crash Team Racing: Nitro Fueled:
Metroid Dread: