Open denkillen opened 8 months ago
Hmm, it's possible some things are still tied to framerate incorrectly. I guess there's a few things to check:
Restore inconsistent physics + messing with framerate will probably be the most interesting, I had to try and adjust framerate to work at high Hz but it definitely was an uphill battle. Currently it works by simulating physics at a constant 150Hz (6x the original nominal 25Hz, which I determined roughly by doing physics tasks on Droidworks maps)
- Test the physics with framerate locked to 50Hz (or higher/lower)
I just tested with the framerate locked to 50 and 150 and noticed no differences whatsoever.
Oh yeah I edited my comment to explain, lowering FPS without "restore inconsistent physics" won't work since it always simulates 150Hz otherwise.
Ah, didn't notice that menu before. I can definitely feel the difference now. I have my FPS set to 75 and it seems to work fine with those settings, other than the obvious mid-air FPS drop.
I am experiencing the "bouncing" and swimming problems described in this issue. Limiting framerate and enabling "restore inconsistent physics" helps somewhat with the swimming problem, but no combination of the advanced settings mentioned and framerate limiting seem to stop the "bouncing".
Interestingly, the adjoin bounce-off only seems to happen with FPS over 250. Not entirely sure why that would be the case though, but it resolves itself with a lower FPS cap (the physics is supposed to tick at 150Hz anyhow)
Edit: OK it actually does happen at lower FPS as well with the ticked physics, so it's directly linked to the physics tickrate
Various aspects of player physics feel off compared to vanilla:
openjkdf2-adjoinbounce.webm