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[win][469a] Inconsistent collision/movement while dodging with uncapped frame rate #88

Closed dizzy-egg closed 3 years ago

dizzy-egg commented 4 years ago

Just noticed some strange collision behaviour while playing online on a 469a server with a 469a client running D3Dv9 renderer.

There's a map called CTF-BT-Recon.unr which at one point requires to cross a gap by side dodging into a ramp and sliding along it.

Screenshot

Chamberly commented 4 years ago

I played with FrameRateLimit=0 on D3D9 and made it across several times but often times I do get stopped in random area but that depends on how I am performing my dodges. My frame rate on screen was showing I was getting around 280-330 FPS in the area. Tested offline.

For other who wanted to test, go to CTF gametype and load up this map and additional mutators if you wish: http://medor.no-ip.org/Maps/BunnyTrack/CTF-BT-%28JJ%29Recon.zip The map. You can fly, ghost through the walls but go left and forward following along the map layout until you see the planks. http://medor.no-ip.org/GameTypes/BunnyTracks/BTCheckPoints.zip Type in Console Mutate Checkpoint so you don't have to start at the start spawn point. http://medor.no-ip.org/GameTypes/BunnyTracks/BTPlusPlusv0994.zip BT++ mod if wanted to test with the mod, only difference is the HUDs. Also, don't forget to add the Instagib mutator and mark the configure mutator to always use this config!

dizzy-egg commented 4 years ago

@Chamberly Did you try the same dodge with your frame rate capped to e.g. 144? It should be much easier and you won't get stopped as often.

Chamberly commented 4 years ago

I noticed I do a bit better with 144 than 0. Edit: I do have an easier chance with my XC_436 set up, which isn't exactly the same setting as I have in 469a/semi-default settings but ya know each machine is different per render performance...