Aurel's Recent Forum Activity

  • Yes, the game has a varying timescale for slowdown effects.

    That said, I made sure to not trigger one of these slowdown effects during this test. Maybe it has been triggered for a few frames and I couldn't notice it?

    I can desactivate this effect and run the test again if it seems unreal to you. Or even give my sources to Ashley if needed, no problem.

    But even without the stats, you can see very clearly how the game plays very well at "real" 30FPS, and how the game is ugly during GPU lags.

  • So, here are the results with the test made by sqiddster attached to Penelope. I'm amazed how much you can feel the difference!

    GPU log: https://www.dropbox.com/s/2sgic4qi399t2 ... 0.txt?dl=0

    30 FPS with GPU lag: the game is not enjoyable at all.

    dt: 0.03299 | FPS: 30
    dt: 0.05099 | FPS: 30
    dt: 0.013 | FPS: 30
    dt: 0.03099 | FPS: 30
    dt: 0.036 | FPS: 30
    dt: 0.02799 | FPS: 30
    dt: 0.033 | FPS: 30
    dt: 0.03599 | FPS: 30
    dt: 0.035 | FPS: 30
    dt: 0.089 | FPS: 28
    dt: 0.02199 | FPS: 28
    dt: 0.01 | FPS: 28
    [/code:2rpxni1i]
    
    CPU log: [url=https://www.dropbox.com/s/z61jrzfgn08cvj6/dtLogCPU30.txt?dl=0]https://www.dropbox.com/s/z61jrzfgn08cv ... 0.txt?dl=0[/url]
    30 FPS with [b]CPU lag: as expected, the game is fully playable.[/b]
    
    [code:2rpxni1i]dt: 0.036 | FPS: 29
    dt: 0.03599 | FPS: 29
    dt: 0.04 | FPS: 29
    dt: 0.03499 | FPS: 29
    dt: 0.036 | FPS: 29
    dt: 0.03799 | FPS: 29
    dt: 0.038 | FPS: 29
    dt: 0.03499 | FPS: 29
    dt: 0.036 | FPS: 29
    dt: 0.03599 | FPS: 29
    dt: 0.04 | FPS: 28
    [/code:2rpxni1i]
  • Oh, thanks! That's very kind of you.

    Sadly, I'm not sure I'll be given the rights to access to the forums, though.

    I'm still negociating with the Nintendo support, but they are very strict about who goes where.

    Newsgroups people and forum people don't have the right to talk in the same place for some (understandable) reasons of them.

  • Everyone else, I've attached an updated lag test that you can use to test on your own machines. Bonus points for attaching to your games ( Aurel I'm looking at you )

    Alright, will do tomorrow and see what happens!

  • Same here, thank you very much for taking the time to post the screenshot!

  • That's very good news! : ))

    Thanks for the update , much appreciated!

  • (the game is based on a 1280x720 resolution but uses 1080p assets.

    So you can set the fullscreen scaling to "low" for some parts, and to "high" for others, at the start of the layouts or depending on the FPS variable. This can be found in the System action pannel)

  • skelooth Yep, I've done that! And not only with tails of 5-10 pixels, much more to be sure : )

    It doesn't have any negative effect when the projectiles come from the player, but enlarging the hitboxes for the enemies weapons makes the game much harder, of course.

    megatronx Only cutscenes runs on high quality, all the "real" game runs in low quality already to max the perfs. It feels like a 720p only game, but with some "sharpen" photoshop effects on the GUI, it looks pretty ok even for graphic nazis.

    That said, instead of asking to the player to change his graphic settings if the game drops under 45fps, I could autoswitch like you do, and then bring back the high settings if the game runs smoothly for a long enough time.

    That's a very good idea, thank you!

    Note: I feel like I'm hijacking the thread, I'll now shut up for a bit and let sqiddster and Ashley continue ; )

  • skelooth Thanks for your post. Yes, I've been told about that method, all the coders around me at the office are implementing their collisions this way for their game engines. But as a C2 user and total noob in maths, I don't have any clue on how to do this, sadly : )

    EDIT: oh, and about using Box2D... well, the game don't use any physics for now, so that would mean to recode all the collisions, no? If you're sure the collisions by vectors are handled by Box2D, maybe I could do that. That seems a lot of work, but maybe less than facing angry Steam users one by one... : )

  • I would gladly bring my "please adujst your graphic settings!" at 30 fps for the slow systems. That would be perfectly normal : )

    But triggering it and losing some collisions as soon as 45FPS is quite a surprise.

    It only happens on fast objects like gun bullets or spaceships with boost, but it can break the game very quickly.

    (ex: if a trigger is skipped on the track because the ship is coming too fast.)

    Being fast paced is the whole point of a racing game, so I really can't slow some of the game elements.

    For now, I'm applying the design advices I've read on the forum and it should be ok: making GIANT triggers objects, big hitboxes everywhere I can, " *dt " where it's needed, and around 45fps I set timescale to 0.8 and show the warning message.

    But I know I'll still see some bullets and ships passing trough the walls from time to time, and that's a bit scary for the game release ^^!

  • Just wanted to say I've the same problem with my game. It's unplayable under 45 fps (different high jump / lots of collision skipped / big lag in controls)

    Sadly, same here.

    45 fps sounds like a good framerate, but I just had to add a *warning message* in the game if the FPS counter drops under 45 so the player adjust his graphical settings.

    A lot of collisions are skipped at 45 fps, and you just can"t have massive hitboxes on everything (ex: gun bullets)

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  • ArcadEd Thanks, my account manager at Nintendo can't give me access to it, but I just contacted the NOA support team.

    Hopefully they will help me on this.

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Aurel

Member since 4 Oct, 2013

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