Open BreakPoints opened 7 years ago
I had this issue as well running at 120 FPS. Limiting FPS with e.g. Special K or Nvidia Inspector instead might have less input lag.
Nvidia Inspector was what I was originally using the cap the framerate as I thought that would be the better implementation. I'll try GeDoSaTo, I'm sure that has a different implementation of frame capping.
I will release a patch to cap the game to 60FPS.
@Codeusa Can you make it user customizable? But capped at 60 by default?
The ceiling for jump to function correctly seems to be 99 FPS. Once I go to 100 it breaks completely.
At 99, about 1 in 10 jumps exhibits the problem. Dropping it to 98 seems to have cleared it up completely. I was using the Nvidia control panel to cap the framerate.
98 seems to be a good number for users with a VRR monitor but 60 will exhibit less severe tearing for fixed refresh displays and is probably a safer default.
As I have a 120Hz monitor, the game runs at a v-synced 120Hz by default but at these frame rates pressing jump leads to the jumping animation playing over 1-2 frames and not even hitting a height enough to jump over the first obstacle in the games introduction. Locking to 60Hz fixes this but introduced a lot of input lag on my system.