Product Chat / FPS Vs Player speed.

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PCS
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Posted: 12th Dec 2021 16:12
Can anyone please explain why in GG Clasic and as far as i know Max as weIl, as soon as the Fps drops
the movement of the player are also being affected. Most of the other games / game engines the player
can still move and react fast even if the Fps is low, So why in GG does it also affect the player speed.
I know i have a bad video card but at least i have some better memory. Even if we test Max on a I7 4th gen
system with 16gig memory and a gtx 1050 ti gpu as soon as the Fps Goes down also the player movement
are being affected. Why would it happen in GG and Max ? can anyone please explain this. ?

Thank you so much.
PCS
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AmenMoses
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Posted: 12th Dec 2021 16:48
Poorly written code.
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PCS
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Posted: 12th Dec 2021 16:55 Edited at: 12th Dec 2021 17:05
But mostly It happens in the editor. Once you have made a standalone the respond off the player is much better even
if the fps drops at times the player can still move fast.
It is so frustrating to test in the editor, that now if i want to test a piece that i have build i first make a standalone and then test what i have added to my game, then its fine.

Edit: Ok lets say you just dump a lot of entitles on the map with out special custom script. some were its going to drop the fps.
So now if you then make a standalone of that mess then you can run freely in the map with better fps,
why would that be? it would be so nice if someone can look into it, so that the editor do not perform
worse than a stand alone game.
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AmenMoses
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Posted: 12th Dec 2021 17:30
Put it on GitHub with an example.
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PCS
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Posted: 12th Dec 2021 17:37 Edited at: 12th Dec 2021 17:38
Yes maybe it would help. but they don't actually need an example they can just test and dump entities until they
get a slow fps and then build a stand alone and see the difference.
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TheValley

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cybernescence
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Posted: 12th Dec 2021 19:38
From what I remember the player physics speed code was expecting a 60 fps run rate so anything below (or above without vsync) will affect player speed.

Standalone operation doesn’t load everything that is required for the editor to function correctly so could run faster (think this could be improved, maybe less is actually needed than is loaded).

Obviously this view is based on source code from 2 years ago so may not be accurate any longer.

Cheers.
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PCS
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Posted: 12th Dec 2021 19:47
Quote: "From what I remember the player physics speed code was expecting a 60 fps run rate so anything below (or above without vsync) will affect player speed."

what is the best with or without vsync?
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TheValley

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cybernescence
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Posted: 12th Dec 2021 19:50
Usually best to have vsync on.

Cheers.
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Belidos
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Posted: 13th Dec 2021 08:16 Edited at: 13th Dec 2021 08:18
Yeah, personally i always use vsync, even when playing games. Mainly because i have 1080p 60hz monitors with a high powered graphics card, and when vsync is off in that configuration it can do some funky things, and this is why you should match your parts and avoid bottlenecking your system.

For example i was playing elder scrolls a while back and my GPU was ramping up to max speed and giving me FPS in the 500's, but my game was mega choppy, it was because my monitor is 60hz trying to run 500fps and it was hating it.

You should always try to restrict your fps to a maximum of your monitors refresh rate otherwise you can get issues.
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smallg
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Posted: 16th Dec 2021 16:29 Edited at: 16th Dec 2021 16:34
yh does appear to be moving twice as slow at 30fps compared to 60fps.. the gameplayercontrol.lua script does seem to be trying to take the frame rate into account so in theory it should be the same no matter what fps but from my small bit of testing it doesn't appear to be working as intended
i played around with it and managed to make it about the same speed regardless of the fps but it has lots of unintended side effects - like sometimes the player speed being insanely high when you start the map or sometimes if you jump it'll shoot off the edge of the map or other times not move at all.. it doesn't really make any sense.. seems like Set / GetGamePlayerControlSpeed() is not being reset correctly but there's definitely more going on that i just can't get my head around.
lua guide for GG
https://steamcommunity.com/sharedfiles/filedetails/?id=398177770
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PCS
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Posted: 16th Dec 2021 16:44
Thanks Smallg for that info. whish Lee was a dabble then he would have had the time to maybe fix it.
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Belidos
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Posted: 16th Dec 2021 17:46
I remember back in the day even AAA games of the time use to have this same issue, that's why most of the early online multiplayer games had locks on FPS and were capped at 30fps, to give everyone a level playing field.
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