rafalh / dashfaction

A community patch for the Red Faction (2001) FPS game
https://www.factionfiles.com/ff.php?action=file&id=6252
Mozilla Public License 2.0
61 stars 11 forks source link

Uncap FPS limit #153

Open GooberRF opened 3 years ago

GooberRF commented 3 years ago

This is a pretty common request from community members, just entering it here so it's written down.

As far as I know, all (or at least the vast, vast majority) of high FPS associated issues have been resolved already in Dash. I've personally run the game at 2000+ FPS and have noticed no problems. I think the FPS limit cap can be safely removed at this point. The default maxfps value remaining at 60 (or even raising to 120 or 240) would be fine.

While removing the limit cap would be my suggestion, if you're not comfortable with that, at least raising it to a much higher value (say 1000) would be great. This would allow folks to take advantage of at least the vast majority of the benefits.

rafalh commented 3 years ago

Flamethrower is still affected by FPS limit. It must be fixed before limit can be uncapped.

nickalreadyinuse commented 2 years ago

Flamethrower is still affected by FPS limit. It must be fixed before limit can be uncapped.

Not sure that this should be a major concern/blocker. Speedruns can simply restrict using greater than 240 for the time being (and high framerates aren't as important in SP where aiming is... not really a thing anyway) and for MP this isn't much of a concern either - assuming the Flamethrower is still working in the way it did during 1.2. And I'm not sure how much of a difference raising the cap would even make in speedruns, since, Capek is already popped nearly instantly at 120fps by Flamethrower. Fixing this behavior is probably undesired by most of the community.

Flamethrower in MP was, for the better part of the game's lifespan, completely unusable in MP. I'm not sure if it's functional in Dash servers right now, but consideration should be given as to whether it should even be functional at this point as fixing it has an impact on gameplay in a more pronounced way than most other changes.

There's a somewhat more serious FPS dependent behavior and that is head jumping. If there's any reason to maintain a cap, that would be it - though a very niche concern IMO. Ideally player collision behavior should be locked to a 120fps equivalent simulation, maintaining head jumping as it was prior to speedbug and PF/Dash's raised framerate limits.

tunbridgep commented 2 years ago

What does the fps cap to do the flamethrower? I just played through the SP of the game at 100FPS and the flamethrower was basically useless (melee weapon range, almost no damage). Not sure if just bad balance or a bug

GooberRF commented 2 years ago

What does the fps cap to do the flamethrower? I just played through the SP of the game at 100FPS and the flamethrower was basically useless (melee weapon range, almost no damage). Not sure if just bad balance or a bug

The flamethrower is an extremely effective weapon in the SP against any non-robot enemies - it ignites them, disarms them, and does a TON of damage.

That said, I don't think any potential FPS effect on the flamethrower should be a showstopper on the raising of this cap. In SP I'm not sure how it could matter, and in MP the degree to which it matters (if at all) as far as I know would depend on the server's framerate rather than the client.

MartianMadman commented 2 years ago

I would really like for this fps unlock to be included in the next update. I don't even play with my fps uncapped but I need that option available to test level optimization.

GooberRF commented 3 weeks ago

Having played with uncapped FPS for a little bit, the only issue I've noticed is that when you walk off a ledge, multiple landing sounds are played rapidly just as you leave the ledge.