tyhw wrote...
Dunvi wrote...
tyhw wrote...
Dunvi wrote...
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.
I don't know if this is relevant or not, but when using the admittedly not super precise timer functions on MHS, shotguns will show all pellets hitting at +0 ms, vaguely indicating they are being processed on the same frame.
8 pellets * number of ammo consumed per frame?
how does the timer function work?
i'll take a look. tonight. maybe.
Timer function I've used counts ms between writes to the memory address. I would expect that, at 60 fps and one pellet per frame, there would be a 16 ms delay roughly, which I'm pretty sure the timer can discern. Lemme go check for some old data logs
I'd like to note that I'm a liar. The 0 ms hits I remembered were there in this one...but rarely
294ms | Prime damage: 159.000000 //Wraith Shot 2
16ms | Prime damage: 159.000000
18ms | Prime damage: 159.000000
0ms | Prime damage: 159.000000
12ms | Prime damage: 159.000000
17ms | Prime damage: 159.000000
16ms | Prime damage: 159.000000
17ms | Prime damage: 159.000000
Looks like you're probably right, though in this and the other shot I looked at 1 frame contained 2 pellets while the rest were likely in separate frames
Modifié par tyhw, 12 août 2013 - 11:21 .





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