How frame rate affects game difficulty [UPDATE 13/03/2013]
#126
Posté 28 janvier 2013 - 10:02
#127
Posté 28 janvier 2013 - 10:25
Caratinoid wrote...
@Deerber
Drell have very low shields and will hit the no regen bug sooner than other char, the only way to win would be to not get hit at all since one burst is enough to kill drell even with full shields, which will be pretty difficult on platinum with increased accuracy.
Exactly
#128
Posté 28 janvier 2013 - 06:00
Deerber wrote...
Caratinoid wrote...
@Deerber
Drell have very low shields and will hit the no regen bug sooner than other char, the only way to win would be to not get hit at all since one burst is enough to kill drell even with full shields, which will be pretty difficult on platinum with increased accuracy.
Exactly
Ha ... ok then .. just to make sure you understand what you are getting yourself into.
#129
Posté 28 janvier 2013 - 09:30
#130
Posté 28 janvier 2013 - 09:34
Caratinoid wrote...
Found a fix
And the fix was.....
#131
Posté 28 janvier 2013 - 09:36
Caratinoid wrote...
Found a fix
Tease.
#132
Posté 28 janvier 2013 - 09:39
Caratinoid wrote...
Found a fix
What do we have to sacrifice to make you tell us what the fix is?
#133
Posté 28 janvier 2013 - 09:42
Share?
#134
Posté 28 janvier 2013 - 09:44
#135
Posté 28 janvier 2013 - 09:49
I think I'm gonna PM the devs about it first and see what they think about it.
#136
Posté 28 janvier 2013 - 09:50
Caratinoid wrote...
Well, I will need to get some cookies first!

And this is complimentary:
https://encrypted-tb...yslWXuZmy3LPQww
Now spill!
#137
Posté 28 janvier 2013 - 09:53
Caratinoid wrote...
It's not so simple unfortunately, there are some legality questions here, certain values need to be modified in the Coalesced.bin, these values need to be adjusted each time you change your frame rate. If you increase your frame rate from 30 to 120 you'll need to increase those values 4-times as well. Those changes should happen automatically but they don't, which is a BUG! Obviously nothing stops people adjusting those values in the wrong direction, making the game a total joke, and from the looks of it a lot of people are interested in that.
I think I'm gonna PM the devs about it first and see what they think about it.
Interesting find. It's a good idea to check with the devs first but I'm pretty sure the kind of modification you're describing involving AI will be off limits, most likely because it will be hard for Bioware/EA to police it.
I guess we'll just have to wait and see.
#138
Posté 28 janvier 2013 - 09:59
#139
Posté 28 janvier 2013 - 10:00
P3G4SU5 wrote...
Caratinoid wrote...
It's not so simple unfortunately, there are some legality questions here, certain values need to be modified in the Coalesced.bin, these values need to be adjusted each time you change your frame rate. If you increase your frame rate from 30 to 120 you'll need to increase those values 4-times as well. Those changes should happen automatically but they don't, which is a BUG! Obviously nothing stops people adjusting those values in the wrong direction, making the game a total joke, and from the looks of it a lot of people are interested in that.
I think I'm gonna PM the devs about it first and see what they think about it.
Interesting find. It's a good idea to check with the devs first but I'm pretty sure the kind of modification you're describing involving AI will be off limits, most likely because it will be hard for Bioware/EA to police it.
I guess we'll just have to wait and see.
This is what I think too, I can PM the values involved here to anyone interested so you can see the effects for yourself but will not post them here because it's an exploit unless bioware tells otherwise. It's basically a difficulty slider. No need to overclock things anymore to reach the insanity level!
#140
Posté 28 janvier 2013 - 10:05
Annomander wrote...
Question: how can I remove frame rate smoothing in game? Can't seem to find it in the coalesced, though I'm probably looking in the wrong place...
It's in coalesced too but you don't have to go that far. Put these values in GamerSettings.ini under [SystemSettings] located in "Documents\\BioWare\\Mass Effect 3\\BIOGame\\Config":
SmoothFrameRate=True
MinSmoothedFrameRate=22
MaxSmoothedFrameRate=62
UseVSync=True
Those are the default values, don't turn smoothing unless you can run at vsync rate though. You can set both min and max values to the same value to prevent the system from adjusting your frame rate.
Modifié par Caratinoid, 28 janvier 2013 - 10:12 .
#141
Posté 28 janvier 2013 - 10:10
Caratinoid wrote...
Annomander wrote...
Question: how can I remove frame rate smoothing in game? Can't seem to find it in the coalesced, though I'm probably looking in the wrong place...
It's in coalesced too but you don't have to go that far. Put this values in GamerSettings.ini located in "DocumentsBioWareMass Effect 3BIOGameConfig":
SmoothFrameRate=True
MinSmoothedFrameRate=22
MaxSmoothedFrameRate=62
UseVSync=True
Those are the default values, don't turn smoothing unless you can run at vsync rate though. You can set both min and max values to the same value to prevent the system from adjusting your frame rate.
I don't have any of those options in the GamerSettings.ini....
#142
Posté 28 janvier 2013 - 10:11
Annomander wrote...
Caratinoid wrote...
Annomander wrote...
Question: how can I remove frame rate smoothing in game? Can't seem to find it in the coalesced, though I'm probably looking in the wrong place...
It's in coalesced too but you don't have to go that far. Put these values in GamerSettings.ini located in "DocumentsBioWareMass Effect 3BIOGameConfig":
SmoothFrameRate=True
MinSmoothedFrameRate=22
MaxSmoothedFrameRate=62
UseVSync=True
Those are the default values, don't turn smoothing unless you can run at vsync rate though. You can set both min and max values to the same value to prevent the system from adjusting your frame rate.
I don't have any of those options in the GamerSettings.ini....
I said put them there.
Modifié par Caratinoid, 28 janvier 2013 - 10:11 .
#143
Posté 28 janvier 2013 - 10:13
Caratinoid wrote...
Annomander wrote...
Caratinoid wrote...
Annomander wrote...
Question: how can I remove frame rate smoothing in game? Can't seem to find it in the coalesced, though I'm probably looking in the wrong place...
It's in coalesced too but you don't have to go that far. Put these values in GamerSettings.ini located in "DocumentsBioWareMass Effect 3BIOGameConfig":
SmoothFrameRate=True
MinSmoothedFrameRate=22
MaxSmoothedFrameRate=62
UseVSync=True
Those are the default values, don't turn smoothing unless you can run at vsync rate though. You can set both min and max values to the same value to prevent the system from adjusting your frame rate.
I don't have any of those options in the GamerSettings.ini....
I said put them there.
Ahh I understand now.
#144
Posté 30 janvier 2013 - 05:41
UnknownMercenary wrote...
It is noticeably more challenging to play a squishy class when you are hosting.
You mean on PC? Or Console, too?
#145
Posté 30 janvier 2013 - 05:56
That might be the biggest finding in this game by far, much more important than all the tests people did.
Let us know what the devs say about it, will you?
#146
Posté 30 janvier 2013 - 08:00
So, to clarify, the shield regen bug affects everyone? Because it has been bugging a friend that almost every time he plays Drell Inf on my server, he gets no shield recharge and screen stays red etc. for whole waves. Certainly would make sense, that kit only having 250 base shield.
Fix would be nice for sure, I'd rather not go back to 60fps after getting used to 120hz. Normally I get around 100-200fps while hosting I imagine, but should probably cap that somewhere now that I know after reading this thread.
#147
Posté 30 janvier 2013 - 08:06
I wouldn't go so far, most tests take a lot of time. All I had to do was edit some random variables.Deerber wrote...
Oh, I read of the fix only now. Wow, impressive.
That might be the biggest finding in this game by far, much more important than all the tests people did.
Let us know what the devs say about it, will you?
No news so far, but it doesn't appear to be a known bug. I wonder which frame rate they use as a reference for balance changes, cause the difference between 30 and 60 is quite noticeable, especially if you play off host. The number of points I put in shields strongly depends on who of my friends is hosting for example.
To me the game seems to be the most balanced at 30 FPS, where you can avoid bullets by running perfectly perpendicular to the enemy line of sight but will get shot in all other cases, which seems reasonable because it allows characters like drell and fury to play on open maps like london assuming the player knows how to zigzag towards the enemy. This frame rate also introduces less problems for clients with noticeable network latency, and by problems I mean dropping dead before they can react.
#148
Posté 30 janvier 2013 - 08:24
Dyaheon wrote...
Very interesting thread. Didn't know about any of this stuff, although after a long break from MP and upgrading to a 120hz (and uncapping fps) mooks sure seem aggressive (or quick to react), accurate and very difficult, sometimes almost instantly killing me. They're my most feared enemies. I mostly host our games (friend + 2 randoms), as I get weird bugs on his, but it felt very different to play on his host even though we live near each other and have very low ping.
So, to clarify, the shield regen bug affects everyone? Because it has been bugging a friend that almost every time he plays Drell Inf on my server, he gets no shield recharge and screen stays red etc. for whole waves. Certainly would make sense, that kit only having 250 base shield.
Fix would be nice for sure, I'd rather not go back to 60fps after getting used to 120hz. Normally I get around 100-200fps while hosting I imagine, but should probably cap that somewhere now that I know after reading this thread.
Let me guess randoms spend most of the time on the ground, right? I wouldn't blame them for that though, on their screen it usually looks like instant death for no reason.
Yeah shield regen bug is almost guaranteed to happen at anything higher than 200 FPS but even at 120 your shields recharge slower (few seconds difference) and from time to time they won't recharge at all. It looks like kits with low shields get this bug faster. I don't have any solution for the shield bug, only the ridiculous enemy accuracy.
#149
Posté 30 janvier 2013 - 08:28
Caratinoid wrote...
I wouldn't go so far, most tests take a lot of time. All I had to do was edit some random variables.Deerber wrote...
Oh, I read of the fix only now. Wow, impressive.
That might be the biggest finding in this game by far, much more important than all the tests people did.
Let us know what the devs say about it, will you?
Well, it depends on how you judge. If you judge by the time and effort spent then yeah, I agree.
If you judge by how valuable that information might be, and by how much it could change the gameplay, then I still thin it's more important than any test could be.
#150
Posté 30 janvier 2013 - 08:56
Could someone give me a version that even a melon could understand?





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