Product Chat / Dancing trees, bug

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MooKai
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Posted: 13th May 2019 11:02
The animated trees look at the moment like dancing trees...(moving too fast)
Will that be fixed in one of the next updates?
Or can we do it by own?
Old school FPS fan, DOOM!!! Why GG not working on my AMIGA 500?
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smallg
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Posted: 13th May 2019 15:56
it's an animation so tied to the fps, if you have a high frame rate then yes it will be too fast - did you try with vsync turned on?
lua guide for GG
https://steamcommunity.com/sharedfiles/filedetails/?id=398177770
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MooKai
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Posted: 13th May 2019 18:57
ohhh... ok, why I not checked this.
now they swing normal again... no more AC/DC trees.
thanks, smallg. looks like vsync was the problem.
Old school FPS fan, DOOM!!! Why GG not working on my AMIGA 500?
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smallg
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Posted: 13th May 2019 22:37
awesome, it would be good to get a way to adjust the animation via the speed properties for static objects like trees etc though - perhaps a feature request for future
lua guide for GG
https://steamcommunity.com/sharedfiles/filedetails/?id=398177770
windows 10
i5 @4ghz, 8gb ram, AMD R9 200 series , directx 11
MooKai
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Posted: 14th May 2019 11:38
So games with vsync off are not an option at the moment, else your trees will dance like they’re listening AC/DC lol
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synchromesh
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Posted: 14th May 2019 11:53 Edited at: 14th May 2019 12:07
Quote: "So games with vsync off are not an option at the moment, "

To be honest after 60 fps your eye really cant see that much difference in speed so its a good benchmark to go by if you can get a constant 60
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Belidos
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Posted: 14th May 2019 12:24 Edited at: 14th May 2019 12:30
Quote: "To be honest after 60 fps your eye really cant see that much difference in speed"


That's a myth that has been disproved by science. It has been proven that the eye can register changes in light in intervals as low as 1ms, that's the equivalent of 1000fps.

The reason for the myth is because when the myth was formed many monitors had a maximum refresh rate of 60hz and because graphics cards sync with a monitors refresh rate the maximum people would see was 60fps, which meant people who did not know that would believe you couldn't see higher than 60fps, and thus started the myth.

Nowadays monitors can operate at much higher refresh rates, and those with good to excellent sight can see in those bands.

It does all work on an ever decreasing curve though, so the higher the FPS the less effect on vision it has, and i do agree that for a non-competitive game, such as a single player RPG, 60 fps is more than adequate, but when you are talking about first person shooters, especially those with competitive aspects, with players vs players, then the higher the better.

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synchromesh
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Posted: 14th May 2019 12:42 Edited at: 14th May 2019 12:47
I found this interesting related on the subject. I know its more related to screen res initially but moves on to visual speed.

The only person ever to get all his work done by "Friday" was Robinson Crusoe..
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Belidos
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Posted: 14th May 2019 13:04
Yeah he's basically saying the same as i posted, refresh rate (ergo FPS) is way more important than resolution in competitive gaming.

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Laptop:
i3, Intel 4000 series graphics, 6GB memory, 1x 500gb HDD, Win8.1.
synchromesh
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Posted: 14th May 2019 13:54
Still for me though in GG a constant 60fps is fine.
Better than up and down variations as that does become more noticeable.
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MooKai
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Posted: 14th May 2019 14:36
I just used the vsync off setting to see how many fps my scenes have. It’s a highend pc....gtx1080ti
So, if my sys has 90fps, then hopefully midclass PCs can run it at 60. Lowend pcs maybe at 30....
that was the idea behind turning off the vsync.
Old school FPS fan, DOOM!!! Why GG not working on my AMIGA 500?
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Tauren
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Playing: PUBG,Conan Exiles,WoW,HoMM III,MoO 2,Master of Orion 2016
Posted: 14th May 2019 17:45 Edited at: 14th May 2019 17:48
Hello, I ran into a similar problem, there is a definite solution https://forum.game-guru.com/thread/220452#msg2613906 however, using trees like dinamic entity entails other issues.
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