elishacloud / Silent-Hill-2-Enhancements

A project designed to enhance Silent Hill 2 (SH2) graphics and audio for the PC. It also includes scripts to build or modify SH2 audio files (SFX, BGM and Dialog).
http://www.enhanced.townofsilenthill.com/SH2/
zlib License
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Side effects playing the game at 60 FPS #28

Closed Polymega closed 1 year ago

Polymega commented 6 years ago

You can use this save folder to reference some of the framerate issues mentioned below. Go to <path-to-game>\data\save\ and make a backup of your Folder 01 folder within here. Then, completely replace your Folder 01 folder with this new one.


Important (noticeably affects audio, visuals, gameplay)

Other

FMVs


To help visualize the to-do list a bit easier:

Issue 1.0 Fixed? 1.1 Fixed? DC Fixed?
The fog speed moves twice as fast (too fast). :heavy_check_mark: :heavy_check_mark: :heavy_check_mark:
For the Eddie boss rooms, the fog that slowly pours out the holes/vents in the walls is affected by the 60fps fog speed fix (right above). It will create a near-motionless "blanket" of fog on the wall. This would need its own, special adjustment. :heavy_check_mark: :heavy_check_mark: :heavy_check_mark:
The water animates/moves twice as fast. :heavy_check_mark: :heavy_check_mark: :heavy_check_mark:
The physics of the bullet casings dropping from the handgun and shotgun wig out. :heavy_check_mark: :heavy_check_mark: :heavy_check_mark:
The "Ritual" prison monster's footsteps go crazy fast. :heavy_check_mark: :heavy_check_mark: :heavy_check_mark:
AudioClipDetection can crash the game when playing in 60 fps. :heavy_check_mark: :heavy_check_mark: :heavy_check_mark:
The animation process whenever James transcribes notes onto his map is twice as fast (too fast). :heavy_check_mark: :heavy_check_mark: :heavy_check_mark:
The intensity/effectiveness of the motion blur is reduced by half. :heavy_check_mark: :heavy_check_mark: :heavy_check_mark:
PS2CameraSpeed moves twice as fast (too fast). :heavy_check_mark: :heavy_check_mark: :heavy_check_mark:
The visual range of the Lying Figure's spray attack is twice as long. :heavy_check_mark: :heavy_check_mark: :heavy_check_mark:
The visual range of the Hyper Spray's spray is twice as long. :heavy_check_mark: :heavy_check_mark: :heavy_check_mark:
Enemies that hold you in place for attacks do twice as much damage. :heavy_check_mark: :heavy_check_mark: :heavy_check_mark:
The flashlight's light turns on and off twice as fast. :heavy_check_mark: :heavy_check_mark: :heavy_check_mark:
The flashlight dies out twice as fast in the prison bug room. :heavy_check_mark: :heavy_check_mark: :heavy_check_mark:
The low health indicator flashes twice as fast. :heavy_check_mark: :heavy_check_mark: :heavy_check_mark:
The flames in Angela's staircase move twice as fast, and the "animated lights" in this room (such as seen on James/Angela) move twice as fast. :heavy_check_mark: :heavy_check_mark: :heavy_check_mark:
The water drains twice as fast at the end of the RPT Apartment boss fight. :heavy_check_mark: :heavy_check_mark: :heavy_check_mark:
The water rises twice as fast when the Alternate Hotel elevator door opens. :heavy_check_mark: :heavy_check_mark: :heavy_check_mark:
The time in which the game shows the pre-cutscene death animation of Eddie is cut in half. :heavy_check_mark: :heavy_check_mark: :heavy_check_mark:
For the Eddie boss room, the physics of when the hanging meat is hit moves the meat twice as much/far. :heavy_check_mark: :heavy_check_mark: :heavy_check_mark:
FMV playback is affected if FMVs are saved as 60 fps. :heavy_check_mark: :heavy_check_mark: :heavy_check_mark:
matheusvb3 commented 1 year ago

If you play the game at a much lower resolution and don't have things like OBS running in the background, does it still happen?

Yes, even at the lowest resolution with no other programs open.

Does it happen with a controller?

Well, unfortunately I can't test this because I still haven't solved this issue... Sorry.

Does it happen with keyboard?

No.

Would it happen with a different mouse?

It does.

Also I just tested it and it does happen at 30FPS, for some reason I just cannot remember ever facing this issue before. Really, I think this must be something new. And no, it does not happen when using the mouse to skip dialogue or interact, it only happens in the puzzle screens (so far I've had this happen at the Louise box and the keypad to the hospital 3rd floor patient wing, I still haven't gotten to the hotel briefcase edit it does happen with the hotel briefcase too).

I can make a new issue if you want since this isn't 60FPS-related.

Edit: or rather, since this is just such a freak incident that hasn't affected anyone else, we can maybe just forget about it and attribute it to SH2 PC being weird. It's just a very minor inconvenience really.

Murugo commented 1 year ago

I personally feel this isn't an issue worrying about. I say this for two reasons: 1) Most people don't even know about this attack and 2) even at 30 FPS, it still swings pretty darn fast, so what's a little faster at that point? 😏

I'll ping @Murugo about this so he's aware and leave it in his hands over whether or not it's worth addressing. I personally don't think it's that big of a deal, but Murugo should be the one to decide.

From what I can tell, every melee attack is slightly faster in 60 FPS (at least with the wooden plank and steel pipe, possibly others). This is more apparent with the steel pipe since the rebound from the swing animation is very fast. There are a few reasons for this:

  1. Depending on where the player or enemy is standing, the hit can occur 1 frame earlier in 60 FPS. This is a side effect of checking collisions twice as often.
  2. There is a 2-frame delay between when the hit is detected and when the rebound animation starts playing due to state changes specific to melee weapons. In 60 FPS, this transition effectively happens 2 frames faster.
  3. The follow-up attack when holding down the button might also happen 1 frame earlier in 60 FPS.

Solving this fully would be difficult due to the sheer number of corner cases.

This isn't a solution per se, but there is a way to compensate for the time difference by delaying the rebound animation by a number of frames. To test this out: sh2pc-1.0-delay-melee-rebound.zip

I'm not too happy with this approach right now because:

https://github.com/elishacloud/Silent-Hill-2-Enhancements/assets/49109252/9159c1be-2093-4253-b81d-23569cb0cf3a

Polymega commented 1 year ago

We talked about the pipe swinging thing more behind-the-scenes and have decided, at this time, to not change anything about it. There's no obvious "elegant" way to handle this and we don't feel great about the solutions presented to us for this. The silver lining to this is that very, very few people know about this attack and it can only be used in one Action Mode, so we're not overly worried about leaving it as-is.

matheusvb3 commented 1 year ago

Very interesting breakdown, I hadn't actually noticed all other melee attacks are faster too. Thanks for all the info.