Framerate Cap for RE3R Discussion
4 years ago
Valhalla

@zgl Thanks 4 update and nice thing seperate HD consoles and 4k consoles. Keep it up and @CursedToast you are The Dude of the year! ❤️

trashcat178 likes this
São Paulo, Brazil

Amazing! Any idea for when the timer is available?

Emilia-Romagna, Italy

I personally don't agree at all with this decision. Either way, good work @CursedToast

Edited by the author 4 years ago
Florida, USA

I'm glad we could roll something out. I have another test being sent out to my testers here within the next couple of hours that should hopefully address the last of the bugs (although they were quite minor, but still).

I'm glad this has been receptive. I don't think it's fair to take all of the 60 FPS runners and cram them into some hidden by default category.

It's also not fair to force people to run the game at a much lower framerate than what they're comfortable with. So this is a good middle ground. More people to compete with is always a great thing too!

Now if only Capcom would follow suit, lol.

To reiterate on what zgl said, once we've tested this privately quite extensively, we'll bleed in other testers to give it a good series of hard tests to make sure it's ready. After that, I'll push it as a general autosplitter update. If you don't like using autosplits, you can disable the autosplit functionality all together, what matters is the timer is used.

I'll work with @hazeblade on getting a really good instructional video up for those that haven't ever used Livesplit or autosplits before so that it will be easy for everyone to jump in.

Edited by the author 4 years ago
Zoomatik, NuZ and 4 others like this
Emilia-Romagna, Italy

Will 120fps have any other advantages apart from refresh rate and input delay then? I still have a 60hz monitor, if it won't make any time difference i'd like to be able to lock at 60 to get rid of the nasty tearing that happens sometimes

Florida, USA

From what I've seen, @NulliferBones, no difference. I actually play capped on 60 FPS (I have a 60hz monitor too). But I've done tests on both 60 and 150~ FPS (what I can reach uncapped) and things have stayed consistent. IMO, if you're comfortable capped on 60, play capped on 60, it shouldn't impact things beyond that.

Edited by the author 4 years ago
NulliferBones likes this
Emilia-Romagna, Italy

Thats good to hear @CursedToast being able to turn up some of the graphic options again will be nice

NuZ and CursedToast like this
Chad

Isn't it soon to consider the cutscenes as the only factor in timeloss? I ran a lot of both 60 and 120 on re2r (even held Leon A 60 wr for a while) and I noticed that many things changed on that game playing with lower fps, input lag on menus were much worse on 60 for example, leading to even more timeloss, basically every trigger was slower, a good test would be booting up re2r and trying to beat your 120 gas station time on 60, it's impossible, it will always be around 0.5s slower, and I'm talking about a 40 seconds segment on the game.

There are other concerning disparities like enemy behaviors, zombies, lickers, everything was different (specially g-adults, one good example would be the g-adult shot with Leon on the way to grab king and queen plugs, it doesn't work on 60, the g-adult won't go down so you just need to take a good line and hope he doesn't grab you, or bait the grab and lose time compared to 120). I believe there's at least a chance people with low fps will end up having to deal with certain enemies in a different way on this game, and running against people with high end pcs could be a disadvantage even using the workaround CursedToast is working on.

I ask you guys to at least still consider the possibility that cutscenes might not be the only difference between having 150+ or 60+- fps, and that maybe more testing on other areas of the game would need to be done.

Edited by the author 4 years ago
TrichaelMan, tdans and 3 others like this
Florida, USA

@trator_ensaboado that's part of the point of us doing a bunch of testing before we go fully official and to the masses.

TrichaelMan and TheNevs like this
Chad

I understand Toast, but considering the board opens up in 11 days (so i'm assuming a decision needs to be done a few days earlier so it gets organized) will it be enough time to find it? I still think the safest route would be to cap it the same for everybody, so at least we know for sure it's consistent. Anyway, I just hope you guys at least consider my thoughts.

tdans and frankvc19 like this
Florida, USA

I disagree with a cap on this. As for dropped inputs, that's how it is with every game you're running at a lower frame rate on. And no game on SRC that I'm aware of separates or forces a cap just because of lower inputs being read on 60 vs other higher FPS'. If you know of any, show me, but that's very very much a nature of the beast of playing video games on PC.

I'm already like 30 hours into digging around. Yes, in 11 days I'm confident we'll have things sorted.

Edited by the author 4 years ago
TrichaelMan, septerna and 2 others like this
São Paulo, Brazil

how about keep the 120 cap? is it a good idea to make it uncapped at all?

Emilia-Romagna, Italy

@CursedToast the update that just dropped for livesplit broke the autosplitter

maxylobes and Sutsith like this
California, USA

We're aware @NulliferBones ! We brought it up and they should be fixing it soon. Thanks for looking out.

United States

FPS is literally out of the equation with this script. Doesn't matter if you're on a barely 60 fps potato or some 5K 300+fps rig, the script is going to behave the same. However, as @CursedToast had said, there are always going to be drawbacks of running a game at a lower frame-rate (menus, input-drops, etc) but that's just how that is for lower fps. This is the best thing we could have come up with considering there would be a fluctuation of time loss/time gain between lower fps and higher if we had not been able to develop this, and went with the 60/120 split route. The last thing we want is anyone to be at a disadvantage.

Edited by the author 4 years ago
septerna, trashcat178 and 2 others like this
São Paulo, Brazil

i know levi, i was just thinking on enemy behavior so there will be a rule to not change the fps mid run right?

Germany

Hey and how can we proof that someone runs on ps4 slim or ps4 pro?

zgl likes this
United States

@Snow307 There are performance differences that are noticeable to someone who knows what to look for, as well as a few visual items. I've been studying footage from runs and casual plays on PS4 Slim, the original PS4, the PS4 Pro, Xbox One X, Xbox One S, and the Original Xbox One and can confirm that there are noticeable signs as to which console is being used for the run. What stood out to me the most is exactly what I expected because of the depth that I looked into a potential issue with console runs on RE7 that turned out not to be a problem. Fortunately, RE3R also does a few things that would make it very difficult for someone who knows what the most glaring difference is to attempt to doctor the footage.

NuZ and mrsnow01 like this
Germany

Sounds good thank you for your fast answer @zgl.

Edited by the author 4 years ago
zgl likes this
Netherlands

Okay, I am going to be really direct here. If there is.. concrete and reproducible evidence on situations like input lag with lower frame rate, slower triggers, different enemy behavior etcetera, it would be much better to post actual examples of this happening in RE3R instead of sort of theorizing this behavior. Asking rhetorical questions like 'is it a good idea to make it uncapped at all' while the mods have spent hours of testing frame rate behavior, came up with a solution with how frame rate influences IGT and even went in depth as to explain why a frame rate cap alongside the suggested solution is just.. unnecessary right now, kind of just feels like useless backfire right now. If you want to be a help, feel free to get your hands dirty and test this yourselves.

Edited by the author 4 years ago
Imperg likes this