Found out that animations in this game incorrectly scale with framerate. I noticed when playing normally (at 720 fps) that drawing weapons and firing is almost instant while when I was recording with fraps (at 120 fps) there was suddenly a bit of delay when drawing and firing. Therefore I did a bit of testing.
Ashley's melee draw lasts 8 frames at 10 fps so at 20 fps it should be 16 frames but instead it's 14 frames. At 30 frames it is 21 frames and so on. This applies to other characters and animations, and I am not ruling out that it might even apply to walk/run cycles as well but I am not sure about that. There seems to be diminishing returns at about 480 fps where the difference begins to be barely noticeable. It seems that they fixed this in Obscure 2 as I've never seen anything weird there.
In case someone was wondering if there was a difference between platforms, this confirms that pc has an advantage over consoles since, if I recall correctly, ps2 and xbox cap at 60 fps.
Might even be necessary to create new categories since more powerful pc's have an advantage over other pc's as well, I guess.
Really? That's interesting. My version is uncapped (retail), what version are you using?
Steam Version, i dont got graphics settings or vertical sync, you got 144hz?
My monitor is just 60 hz. Unfortunately I don't have the steam version rn and my Internet is too slow here to download anything but I will definitely test it once my vacation is over. If the steam version is capped at 60 fps like the consoles then this inconsistency is easily solved.
Im not sure if we should allow runs like this to be honest. Other games set a limit just to make sure that more powerful PC's do not get more advantage. I am not a fan of creating even more categories in this game because I think at this point it has more than enough.
In my opinion we should just let it as it is (60 fps?) It seems to tedious and I dont know if you can let the game run at 1000 fps and be able to save a lot of seconds if not minutes. Would also like to know if this really does not improve running speed. Because if it does it is a clear no go from me.
I wrote Yuma and Wh1teLight, but did not get an answer to this yet. I want to do my final runs for this game and now I dont know if this will even be allowed in the future.
I dont see difference in game with fps unlocked, i just see much glitchs and possible crash, without fps lock the glass no broken and the doors are very precise, idk if this is a advantage, for me is the same just got a little input lag
Sorry for the wait, I will be completely honest. I totally forgot about this, my apologies. 🤦♂️ So anyway, I did a little check and yes, the steam version of both obscure games are indeed capped at 60 fps so only pc retail versions can go above 60 fps by default. As for what's affected by the framerate changes, I can safely say that only player (and AI) animations speed up as the framerate gets higher, probably due to an oversight in the coding. Enemies have the same animation speed regardless of framerate. Movement speed (for both players/AI and enemies) is unaffected since it's unrelated to the animation itself. I tested on cheat engine by moving with animations disabled and later locking the player's coordinates with animations enabled and concluded that the speed value is unrelated to the walk cycle. As for wether this has any practical applications, I'd say it most definitely does. Since there's 4 obligatory boss fights you save quite a bit of time by machine gun firing at high framerate. To give an idea of how impactful this is, the aforementioned glass doors not breaking with uncapped framerate is due to melee animations being so fast that they end before the active frames start. Since most versions of the game are capped at 60 fps, I'd say that capping runs at 60 fps would a be good rule of thumb to make them consistent.