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Is the Reegar not as deliciously cheesy on console as on PC?


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#26
BridgeBurner

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megabeast37215 wrote...

I think it loses less rounds bc of higher framerate.


While there is some truth in this, frame rates for the unreal engine have been normalised for quite some time (since 2003/4), and excepting terribly low frame rates (we're talking sub 15) you won't usually lose any shots unless your weapon is firing ridiculously fast, like 1200 rpm or higher.

#27
DHKany

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hellman77 wrote...

DHKany wrote...

something to do with inferior frames probably.


This would be my guess as well.... At least for lolpeestree. Sometimes flamer won't bite on the likes of Brutes and Dragoons.


for all platforms really. 

most high ROF weapons are like this, and the effects are amplified offhost methinks. 

#28
hellman77

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MasterReefa wrote...

Not even freaking close in performance. On xbox, 30 frames it's pretty OP. On my sh*tty PC where I'm getting around 17 frames, I can spray an atlas and take maybe 2 shield bars off because I'm losing almost all of my bullets in the space time continuum.


Well..... you need to equip the continuum transfunctioner :wizard:

Modifié par hellman77, 12 août 2013 - 07:45 .


#29
hellman77

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DHKany wrote...

for all platforms really. 

most high ROF weapons are like this, and the effects are amplified offhost methinks. 


I concur, good Sir.
Really annoying when you flambee and move along expecting the DoT to finish the job only to get keester raped by said torched enemies.

#30
Dunvi

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Annomander wrote...

megabeast37215 wrote...

I think it loses less rounds bc of higher framerate.


While there is some truth in this, frame rates for the unreal engine have been normalised for quite some time (since 2003/4), and excepting terribly low frame rates (we're talking sub 15) you won't usually lose any shots unless your weapon is firing ridiculously fast, like 1200 rpm or higher.


To their (not)credit, PS3 players are definitely hitting sub 15 sometimes.

Modifié par Dunvi, 12 août 2013 - 08:09 .


#31
Ledgend1221

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Dunvi wrote...

Annomander wrote...

megabeast37215 wrote...

I think it loses less rounds bc of higher framerate.


While there is some truth in this, frame rates for the unreal engine have been normalised for quite some time (since 2003/4), and excepting terribly low frame rates (we're talking sub 15) you won't usually lose any shots unless your weapon is firing ridiculously fast, like 1200 rpm or higher.


To their (not)credit, PS3 players are definitely hitting sub 15 sometimes.

PS3 players hit minus number sometimes.

#32
Dunvi

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Also, the problem may definitely be framerate dependent. I haven't looked at the Reegar yet (I was too scared) but depending on how the damage is calculated, it very well may be losing shots simply because there's too many to process for a single frame (just in terms of number of pellets to calculate). Basically, if it's not combining pellets within a single frame (which I doubt it is doing) then at half the framerate it's calculating 2ce as many bullet impacts - too many may simply just be getting lost or forgotten or overwritten or what-have-you - I don't know the engine well enough yet to say for sure.

#33
ISHYGDDT

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Dunvi wrote...
I haven't looked at the Reegar yet (I was too scared) 


Dont fear the Reegar.

#34
BridgeBurner

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Confirmed. The reegar is indeed a frame rate dependent weapon, due to it's fire rate probably.

Used fraps to hard cap my FPS and tested versus atlas armour, using the same set up (lolcendiary).

120 FPS; reegar consistently burned through 10 bars of shield and 7 bars of armour in one clip, with little to no variance.

60 FPS; reegar burned through 10 bars of shield and 5 bars of armour in one clip, with little to no variance.

30 FPS: Reegar burned through 9 bars of shield in one clip, again with no variance.

15 FPS: Reegar burned through a measly 2 bars of shield in a single clip.

Modifié par Annomander, 12 août 2013 - 08:15 .


#35
Ledgend1221

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So is it possible to calculate the DPS of the reegar for different frame rates?

#36
Mirenko

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Annomander wrote...

Confirmed. The reegar is indeed a frame rate dependent weapon, due to it's fire rate probably.

Used fraps to hard cap my FPS and tested versus atlas armour, using the same set up (lolcendiary).

120 FPS; reegar consistently burned through 10 bars of shield and 7 bars of armour in one clip, with little to no variance.

60 FPS; reegar burned through 10 bars of shield and 5 bars of armour in one clip, with little to no variance.

30 FPS: Reegar burned through 9 bars of shield in one clip, again with no variance.

15 FPS: Reegar burned through a measly 2 bars of shield in a single clip.


I tested this myself as well after RedJohn told me to try it because he believed it wasn't performing equally when he was recording.

#37
Chromatix

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Annomander wrote...

Confirmed. The reegar is indeed a frame rate dependent weapon, due to it's fire rate probably.

Used fraps to hard cap my FPS and tested versus atlas armour, using the same set up (lolcendiary).

120 FPS; reegar consistently burned through 10 bars of shield and 7 bars of armour in one clip, with little to no variance.

60 FPS; reegar burned through 10 bars of shield and 5 bars of armour in one clip, with little to no variance.

30 FPS: Reegar burned through 9 bars of shield in one clip, again with no variance.

15 FPS: Reegar burned through a measly 2 bars of shield in a single clip.

Each day i discover that this game is glitchier and glitchier. 

#38
Dunvi

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Annomander wrote...

Confirmed. The reegar is indeed a frame rate dependent weapon, due to it's fire rate probably.

Used fraps to hard cap my FPS and tested versus atlas armour, using the same set up (lolcendiary).

120 FPS; reegar consistently burned through 10 bars of shield and 7 bars of armour in one clip, with little to no variance.

60 FPS; reegar burned through 10 bars of shield and 5 bars of armour in one clip, with little to no variance.

30 FPS: Reegar burned through 9 bars of shield in one clip, again with no variance.

15 FPS: Reegar burned through a measly 2 bars of shield in a single clip.


If it's consistent, then it's less likely it's simply too many timers. Will check for bad math, I guess.

#39
Caratinoid

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Annomander wrote...

Confirmed. The reegar is indeed a frame rate dependent weapon, due to it's fire rate probably.

Used fraps to hard cap my FPS and tested versus atlas armour, using the same set up (lolcendiary).

120 FPS; reegar consistently burned through 10 bars of shield and 7 bars of armour in one clip, with little to no variance.

60 FPS; reegar burned through 10 bars of shield and 5 bars of armour in one clip, with little to no variance.

30 FPS: Reegar burned through 9 bars of shield in one clip, again with no variance.

15 FPS: Reegar burned through a measly 2 bars of shield in a single clip.

Maybe it's incendiary ammo glitch which is framerate dependent and not the reegar?

#40
Dunvi

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Chromatix wrote...

Annomander wrote...

Confirmed. The reegar is indeed a frame rate dependent weapon, due to it's fire rate probably.

Used fraps to hard cap my FPS and tested versus atlas armour, using the same set up (lolcendiary).

120 FPS; reegar consistently burned through 10 bars of shield and 7 bars of armour in one clip, with little to no variance.

60 FPS; reegar burned through 10 bars of shield and 5 bars of armour in one clip, with little to no variance.

30 FPS: Reegar burned through 9 bars of shield in one clip, again with no variance.

15 FPS: Reegar burned through a measly 2 bars of shield in a single clip.

Each day i discover that this game is glitchier and glitchier. 


I was checking for DR values from evades and melees and found 4 new bugs before I even finished the vanilla characters.

#41
Mirenko

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Dunvi wrote...

Chromatix wrote...

Annomander wrote...

Confirmed. The reegar is indeed a frame rate dependent weapon, due to it's fire rate probably.

Used fraps to hard cap my FPS and tested versus atlas armour, using the same set up (lolcendiary).

120 FPS; reegar consistently burned through 10 bars of shield and 7 bars of armour in one clip, with little to no variance.

60 FPS; reegar burned through 10 bars of shield and 5 bars of armour in one clip, with little to no variance.

30 FPS: Reegar burned through 9 bars of shield in one clip, again with no variance.

15 FPS: Reegar burned through a measly 2 bars of shield in a single clip.

Each day i discover that this game is glitchier and glitchier. 


I was checking for DR values from evades and melees and found 4 new bugs before I even finished the vanilla characters.


Tell us more.

#42
BridgeBurner

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Ledgend1221 wrote...

So is it possible to calculate the DPS of the reegar for different frame rates?


Possibly. Might need to dig out the good old 1,000,000 health dragoon coalesced and abuse the "player's only" console command... Might be able to get you a did X damage per clip /22 @Y FPS stat.

However, this is through capping. My PC holds 120 / 60 / 30 / 15 perfectly, consoles may dip below these frame rates occasionally.

#43
Ledgend1221

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Annomander wrote...

Ledgend1221 wrote...

So is it possible to calculate the DPS of the reegar for different frame rates?


Possibly. Might need to dig out the good old 1,000,000 health dragoon coalesced and abuse the "player's only" console command... Might be able to get you a did X damage per clip /22 @Y FPS stat.

However, this is through capping. My PC holds 120 / 60 / 30 / 15 perfectly, consoles may dip below these frame rates occasionally.

Well you can't expect it to be perfect, but it would be good to know how the weapon will perform most of the time.

#44
Dunvi

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Caratinoid wrote...

Annomander wrote...

Confirmed. The reegar is indeed a frame rate dependent weapon, due to it's fire rate probably.

Used fraps to hard cap my FPS and tested versus atlas armour, using the same set up (lolcendiary).

120 FPS; reegar consistently burned through 10 bars of shield and 7 bars of armour in one clip, with little to no variance.

60 FPS; reegar burned through 10 bars of shield and 5 bars of armour in one clip, with little to no variance.

30 FPS: Reegar burned through 9 bars of shield in one clip, again with no variance.

15 FPS: Reegar burned through a measly 2 bars of shield in a single clip.

Maybe it's incendiary ammo glitch which is framerate dependent and not the reegar?


If what Cyonan think is the source of the multiple DOT interaction glitch is correct, the funny thing is that it's sort of from doing the optimization I mentioned (combining multiple events of the same type within the same tick).

Anno, can you do the same without the incendiary ammo?

#45
BridgeBurner

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Caratinoid wrote...

Annomander wrote...

Confirmed. The reegar is indeed a frame rate dependent weapon, due to it's fire rate probably.

Used fraps to hard cap my FPS and tested versus atlas armour, using the same set up (lolcendiary).

120 FPS; reegar consistently burned through 10 bars of shield and 7 bars of armour in one clip, with little to no variance.

60 FPS; reegar burned through 10 bars of shield and 5 bars of armour in one clip, with little to no variance.

30 FPS: Reegar burned through 9 bars of shield in one clip, again with no variance.

15 FPS: Reegar burned through a measly 2 bars of shield in a single clip.

Maybe it's incendiary ammo glitch which is framerate dependent and not the reegar?


Could very well be tied to frame rate. It's easily plausible that the "update" for the incendiary ammo DoT (when it refreshes with new damage applied) is calculated based off frame rate instead of per hit, similar to many other things.

That being said, if the incendiary ammo DoT stack is refreshed every time a hit with incendiary ammo is registered, it is possible still that the 1000 RPM reegar is simply too fast for 30 fps, and the game isn't registering enough of the hits.

Or, as I strongly suspect, this is going to be a tick rate problem, where high RoF weapons simply do not match their on-paper stats due to their fire rate being calculated per frame, and if there are insufficient resources to calculate each shot (or in this case, x8 per pellet) then you lose a whole chunk of "hits" simply due to the engine's FPS being too low to calculate them.

#46
Dunvi

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Mirenko wrote...

Dunvi wrote...

Chromatix wrote...

Annomander wrote...

Confirmed. The reegar is indeed a frame rate dependent weapon, due to it's fire rate probably.

Used fraps to hard cap my FPS and tested versus atlas armour, using the same set up (lolcendiary).

120 FPS; reegar consistently burned through 10 bars of shield and 7 bars of armour in one clip, with little to no variance.

60 FPS; reegar burned through 10 bars of shield and 5 bars of armour in one clip, with little to no variance.

30 FPS: Reegar burned through 9 bars of shield in one clip, again with no variance.

15 FPS: Reegar burned through a measly 2 bars of shield in a single clip.

Each day i discover that this game is glitchier and glitchier. 


I was checking for DR values from evades and melees and found 4 new bugs before I even finished the vanilla characters.


Tell us more.


For a number of reasons, I suspect that the characters without storm melees (the ability to do a heavy melee from sprinting) are all supposed to have one. All of the ones I've found so far are vanilla characters, though I've only checked the ones you can see in the sheet linked in my signature. Some of the ones missing it are the Asari Vanguard, both vanilla drells, and the human infiltrator.

The novaguard is also missing a storm melee, but whereas the above characters have nothing listed, the novaguard has one that just doesn't work for some reason.

Drell may be supposed to have a special forward roll, though we would have to do more testing or more careful code reading to determine whether it was removed for legitimate purposes (couldn't get it to work?) and the classes remaining is just extraneous legacy code (which is arguably a bug in and of itself), or they actually forgot to map it.

#47
Ledgend1221

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Dunvi wrote...

Mirenko wrote...

Dunvi wrote...

Chromatix wrote...

Annomander wrote...

Confirmed. The reegar is indeed a frame rate dependent weapon, due to it's fire rate probably.

Used fraps to hard cap my FPS and tested versus atlas armour, using the same set up (lolcendiary).

120 FPS; reegar consistently burned through 10 bars of shield and 7 bars of armour in one clip, with little to no variance.

60 FPS; reegar burned through 10 bars of shield and 5 bars of armour in one clip, with little to no variance.

30 FPS: Reegar burned through 9 bars of shield in one clip, again with no variance.

15 FPS: Reegar burned through a measly 2 bars of shield in a single clip.

Each day i discover that this game is glitchier and glitchier. 


I was checking for DR values from evades and melees and found 4 new bugs before I even finished the vanilla characters.


Tell us more.


For a number of reasons, I suspect that the characters without storm melees (the ability to do a heavy melee from sprinting) are all supposed to have one. All of the ones I've found so far are vanilla characters, though I've only checked the ones you can see in the sheet linked in my signature. Some of the ones missing it are the Asari Vanguard, both vanilla drells, and the human infiltrator.

The novaguard is also missing a storm melee, but whereas the above characters have nothing listed, the novaguard has one that just doesn't work for some reason.

Drell may be supposed to have a special forward roll, though we would have to do more testing or more careful code reading to determine whether it was removed for legitimate purposes (couldn't get it to work?) and the classes remaining is just extraneous legacy code (which is arguably a bug in and of itself), or they actually forgot to map it.

Could the Nova guards one be due to the SP version?
The Storm Melee is a Nova attack.

#48
Dunvi

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Ledgend1221 wrote...

Dunvi wrote...

Mirenko wrote...

Dunvi wrote...

Chromatix wrote...

Annomander wrote...

Confirmed. The reegar is indeed a frame rate dependent weapon, due to it's fire rate probably.

Used fraps to hard cap my FPS and tested versus atlas armour, using the same set up (lolcendiary).

120 FPS; reegar consistently burned through 10 bars of shield and 7 bars of armour in one clip, with little to no variance.

60 FPS; reegar burned through 10 bars of shield and 5 bars of armour in one clip, with little to no variance.

30 FPS: Reegar burned through 9 bars of shield in one clip, again with no variance.

15 FPS: Reegar burned through a measly 2 bars of shield in a single clip.

Each day i discover that this game is glitchier and glitchier. 


I was checking for DR values from evades and melees and found 4 new bugs before I even finished the vanilla characters.


Tell us more.


For a number of reasons, I suspect that the characters without storm melees (the ability to do a heavy melee from sprinting) are all supposed to have one. All of the ones I've found so far are vanilla characters, though I've only checked the ones you can see in the sheet linked in my signature. Some of the ones missing it are the Asari Vanguard, both vanilla drells, and the human infiltrator.

The novaguard is also missing a storm melee, but whereas the above characters have nothing listed, the novaguard has one that just doesn't work for some reason.

Drell may be supposed to have a special forward roll, though we would have to do more testing or more careful code reading to determine whether it was removed for legitimate purposes (couldn't get it to work?) and the classes remaining is just extraneous legacy code (which is arguably a bug in and of itself), or they actually forgot to map it.

Could the Nova guards one be due to the SP version?
The Storm Melee is a Nova attack.


Correct, the novaguard has the sp nova melee mapped, but it doesn't seem to work, and it doesn't fall back to a normal heavy melee from storm - he simply just can't do a melee without releasing the storm button first.

#49
BridgeBurner

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Same deal with no incendiary ammo.

Platinum atlas.

120 FPS: atlas lost 10 bars of shield and 1 bar of armour to a single reegar clip

60 fps: atlas lost 10 bars of shield

30 fps: atlas lost 9 bars of shield

15 fps: atlas lost 2 bars of shield

#50
ISHYGDDT

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Caratinoid wrote...

Annomander wrote...

Confirmed. The reegar is indeed a frame rate dependent weapon, due to it's fire rate probably.

Used fraps to hard cap my FPS and tested versus atlas armour, using the same set up (lolcendiary).

120 FPS; reegar consistently burned through 10 bars of shield and 7 bars of armour in one clip, with little to no variance.

60 FPS; reegar burned through 10 bars of shield and 5 bars of armour in one clip, with little to no variance.

30 FPS: Reegar burned through 9 bars of shield in one clip, again with no variance.

15 FPS: Reegar burned through a measly 2 bars of shield in a single clip.

Maybe it's incendiary ammo glitch which is framerate dependent and not the reegar?


If that were the case, wouldn't each FPS do the same damage to shields, since there isn't a power in play to convert the incendiary ammo damage into something that can damage shields?

Modifié par ISHYGDDT, 12 août 2013 - 08:39 .