ISHYGDDT wrote...
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?
Even with no incendiary, the damage of the reegar is not consistent at different frame rates.
The 15 fps result is an obvious one; frame rates that low are bound to cause issues, and it seems to be with the reegar, there is a "breaking" point.
When you can 1 clip a boss' shields with the reegar, then your incendiary will kick in.
Using the setup I chose (no cloak) you cannot 1clip the shields on console (or at 30 fps) thus leading to drastically reduced TTK, as you miss around 11k worth of incendiary ammo armour damage.
Dunvi wrote...
Annomander wrote...
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
If
the atlas only has 10 bars of shield, then that's looking like
potentially a linear relationship with FPS, depending on how bad armor
damage is (too lazy to draw up the graph right now). Do primes have more
shields? We should probably fire up the memory watcher and get actual
values, the "bars" on the HUD aren't exactly precise.
True, but the bars represent enough to confirm that weapon fire rate is indeed frame rate dependent, but doesn't seem to be as severe until you dip below 30, then the fire rate rapidly drops off.
Similar to other UE games, it probably calculates your fire rate / your frame rate.
16 rounds per second at 120 fps gives you all the FPS you need to calculate those shots, as your 120 fps will practically always match up to the time stamps on the shots due to normalization.
At 30 FPS, the likelihood of the gun simply skipping a shot because the increased interval between each frame and causing them simply to not match up increases.
The interval between each shot stays consistent; 0.016 or 16 miliseconds.
The interval between each calculating frame (or logic thread computation, as it striclty is) increases as your frame rate drops, leading to the likelihood of the game simply skipping that shot.
At 15 fps, you have ~65 milisecond gaps in your logic thread's processes, hence why you are losing well over 75% of your RPM, as there simply is not a frame close enough to the time stamp of each shot to calculate them.
At 120 fps, you have 8.33 milisecond gaps in your logic thread's processes, less than half of the actual interval between each shot.
Similar to Unreal tournament, the game will register shots if it has a frame generated which matches up to the timestamp that the shot was fired in. No match = no shot.
Modifié par Annomander, 12 août 2013 - 09:00 .