![]() ![]() Most 60Hz monitors also support 50Hz, 70Hz or 75Hz, so switching to one of those refresh rates makes erratic stutters reappear. comments Developer Ion Lands gorgeous delivery driving neo-noir thriller Cloudpunk is currently revving its engine (or whatever it is that futuristic. Testing at 100Hz and 144Hz made stutters come back, but stutters disappeared at 60Hz, 120Hz and 240Hz. ![]() There's way to test this even if the developer only owns a 60Hz non-VRR monitor! Once they do these fixes, the stutters will be fixed at refresh rates not divisible by 60. Unity Developers: Easy G-SYNC & FreeSync Support in only 3 lines of programming code!į/viewtopic.php?f=22&t=7158 ![]() Out in the streets in the rain, or by a fireplace inside. Please tell the developer of your Prologue demo about this thread: Dishonored may not be the best technical gaming application of rain, or state of the art visuals, but I love the ambience of the rain and the feel of the game. 10MARGorgeous Blade Runner esque delivery thriller Cloudpunk gets first person. There's a well-known Unity programming issue that requires some (reasonably minor) modifications to the code.Ī unity engine game called CloudPunk had the same problem until I helped the developer fix the issues. Clash: Artifacts of Chaos, Cliff Empire, Clive N Wrench, Clive Barkers Jericho, Clock Tower, Clone Drone in the Danger Zone, Cloudpunk, Code Vein. 0-liter hydrogen engine that works like a gasoline engine but with a. Please let me know where its best to post a question like this if not here, thanks for reading. You can find it here on Steam under this appid: Ideally I want someone else to install and boot the game and confirm whether its on my end or its just the game/engine. If I output 30hz then everything looks more congruent and if I output 120hz then it also appears to fix the issue but I think thats more just me not noticing the stutter as easily because the difference between 60 and 120 is not nearly as stark as 60 and 30. The game is Exo One ("Prologue" demo) and even though I have perfectly locked framerate and frametimes (using in-game v-sync, nvidia v-sync or RTSS's scanline sync + capping the fps to the current refresh rate in RTSS, without cap frametimes are a bit unstable for thats par for the course these days it seems) I get this weird "stutter" when I pan the camera as if the camera is being updated at half-rate compared to the refresh rate, the rest of the viewport appears to be running at 60fps (screen effects particularly looks perfectly smooth and clearly 60fps). I would like to get to the bottom of whether the issue is on my end or not. I'm brand new to the forum, I've registered purely because I'm having this weird stuttering/"camera update rate" issue in a Unity Engine game and I feel like I'm going mental trying to explain the problem to the dev and other users. ![]()
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