Open dstmnaki opened 1 year ago
I think it's because the LerpAngle happening iteratively is effectively producing an exponential to the target. Using FrameTime as a multiplier is thus non-linear with framerate. I don't remember the exact math but I think it needs to be math.sqrt(FrameTime())
I think it's because the LerpAngle happening iteratively is effectively producing an exponential to the target. Using FrameTime as a multiplier is thus non-linear with framerate. I don't remember the exact math but I think it needs to be
math.sqrt(FrameTime())
it's 1 - Math.pow(0.95, dt)
When using a cam controller with "free movement" checked, the lower your fps the faster the camera rotates, at 60 fps it seems to behave normally, but going towards 30 fps and it's twice as fast, lower as you might have guessed makes it beyond controllable
Steps to reproduce the behavior:
I assume that the speed should not change depending on client's performance in this way, it should move at the same rate regardless of fps