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I have a theory, I think those freezes occur only when AI flies over a weapon pad and the more AI pilots fly over the weapon pad/pads simultaneously (or close to each other), the more severe freeze is.
I just made a quick test and I think that's it, disable weapon pads and race against AI, fps is buttery smooth.
No idea how it works in game, I suspect some rng function but, maybe timer to prevent too many scripts for weapon pick up being run simultaneously could fix it.
Although after a ship passes weapon pad, pad should be disabled for a while so not sure what script is run then.
In any case, its also consistent with my previous finding that framerate is better when AI is spread on a track, makes sense they dont run over same weapon pad/pads all at once.
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Yes, it's exactly as you said guys - freezes occurs when race against AI, or ship hit the wall and few others things. I've changed graphic settings from highest to lowest, and set frames per second to 30 (for gfx card drivers too) - nothing helped.
The one small thing give a little game performance up - turning of the VSynch - in game and from drivers settings. But don't expect too much when you do this ;)
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It can't be graphics. The problem is CPU related. Most likely due to AI logic. We've already fixed a big problem with AI data destroying FPS before the 0.6 release, but since you still have problems I think these problems run much deeper.
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Just wanted to pop in to say that this game has come a long long way, and I'm extremely impressed. As far as I'm concerned, it's the best post-Wipeout 2048 AG racing we've gotten (quite pretty, even), which is very impressive. The controls are spot on, and that's something even the Formula Fusion guys are having a ton of trouble with. Keep up the great work, guys! I look forward to seeing how this game continues to go!
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I can't wait until this game can eventually make it to the Playstation 4.
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Just gave the game a play today. It is extremely oldschool! Even down to the ping-ponging! I was wondering how much collision there is supposed to be with objects next to the track. I've been able to fly through walls and what not. I also have some criticism of the user interface. Currently after completing a time attack race the user has very limited options. You should add the option to jump to the track selection screen or the vehicle selection screen instead of booting the player back to the main menu all the time. Another criticism I have is concerning track design: I think it is too difficult to enter the pit areas. This is mostly caused by the fact you have them placed off the normal race line. It requires breaking or an extreme turn to make a pit entrance, and its easy to miss them. If my ship is low on energy (and about to explode) the last thing I want to happen is dying because of the maneuvering required to get into a pit area.
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If I had a dime for every time I got killed trying to enter the pit lane in Wip3out...
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Ooooh, hello. ;)Attachment 10524
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Well that's unfortunate. Perhaps the screenshot's far too large to embed correctly.
To imgur!
I'm still working on these, but I'm halfway through the roster already. They're all up on the Steam Workshop page now, and while they need some stat adjustments and better thumbnails (however I change those) they're very much flyable! Best suited to 2280 mode, though. ;)
Edit: the link to my workshop page: no point telling you if I didn't link to it!