Curratum
Guest
Nothing works. Tried all sorts of setting combinations, even tried to force some things on/off in AMD's software, absolutely nothing works, the game stays stuck at an average of 30 fps, often dropping below that.
I am using GTX 970. Supposedly this gives 11% more FPS, but 30 FPS versus 60 FPS is 50%, not 10%...RX 570 4gb
You just made me redownload the Demo to replay the first portion of the game with 2-3 enemies on screen and hopping like mad through the woods with Steam FPS counter enabled at the Top left since I didn't remember any FPS or other performance issues at all. I got a GTX1080 and i7-6700K with 32GB RAM in here and am playing at 4K with VSync enabled at a fluid 60FPS. I can only presume this might be another "AMD issue" that I run into often on forums and am glad I didn't fall for it. If you want to see what low FPS really is, try this: https://store.steampowered.com/app/1099220/The_Alien_Cube/It might be a little optimistic to expect a game, a 3D one at that, to run decently when using this as its platform
Pisses me off something fierce, because the game is AMAZINGLY fun, but my head and eyes start hurting from playing at 22 fps most of the time.
Having finished this I daresay that, alongside Mundaun and Metroid Dread, this my GOTY. 'Twas a pretty pathetic year in terms of anything I'd be interested in playing of course, but I'd also say that this is among the most enjoyable of these neo-retro first person games I've played so far and I've played most of them since this 90s FPS revival began.
I am using GTX 970. Supposedly this gives 11% more FPS, but 30 FPS versus 60 FPS is 50%, not 10%...RX 570 4gb
Apparently a lot of other people have FPS issue: https://steamcommunity.com/app/658890/discussions/0/2959418287745712658/
Hopefully this mean they are going to fix it.
You have to dodge/block and time your attacks, so you are constantly engaged, rather than absent-mindedly clicking attack button. Combat itself is simple, but "special weapons as a resource"-approach (including the shield!) makes you use all of your arsenal, so you can't stick to a single weapon (and weapon variety is nice). Armor helps, but it doesn't make you invincible either (I think it takes some damage off of your incoming health damage, meaning you are still losing health when hit, even with 100% armor). On hard difficulty (Hail The King) fights become challenging, because you have to manage your health and healing potions aren't easy to come by and food doesn't replenish as much. By the way, it's great that you can get above 100% health, so any "leftover" food (or items) isn't wasted.I like the look of the game in terms of style, but the combat itself looks jerky and shit.
What am I missing mate? It's got mostly positive vibes, so how come the combat is good and not as jerky as it looks?
You have to dodge/block and time your attacks, so you are constantly engaged, rather than absent-mindedly clicking attack button. Combat itself is simple, but "special weapons as a resource"-approach (including the shield!) makes you use all of your arsenal, so you can't stick to a single weapon (and weapon variety is nice). Armor helps, but it doesn't make you invincible either (I think it takes some damage off of your incoming health damage, meaning you are still losing health when hit, even with 100% armor). On hard difficulty (Hail The King) fights become challenging, because you have to manage your health and healing potions aren't easy to come by and food doesn't replenish as much. By the way, it's great that you can get above 100% health, so any "leftover" food (or items) isn't wasted.I like the look of the game in terms of style, but the combat itself looks jerky and shit.
What am I missing mate? It's got mostly positive vibes, so how come the combat is good and not as jerky as it looks?
You have to dodge/block and time your attacks, so you are constantly engaged, rather than absent-mindedly clicking attack button. Combat itself is simple, but "special weapons as a resource"-approach (including the shield!) makes you use all of your arsenal, so you can't stick to a single weapon (and weapon variety is nice). Armor helps, but it doesn't make you invincible either (I think it takes some damage off of your incoming health damage, meaning you are still losing health when hit, even with 100% armor). On hard difficulty (Hail The King) fights become challenging, because you have to manage your health and healing potions aren't easy to come by and food doesn't replenish as much. By the way, it's great that you can get above 100% health, so any "leftover" food (or items) isn't wasted.I like the look of the game in terms of style, but the combat itself looks jerky and shit.
What am I missing mate? It's got mostly positive vibes, so how come the combat is good and not as jerky as it looks?
Sold.
I'll be buying this later today then.
Sold.
I'll be buying this later today then.
At least... Try the demo first? The framerate is insufferable. It's not low or choppy, I got to a point where now 30 fps feels smooth to my brain, just because the game runs at 20-25 for the most part...
You have to dodge/block and time your attacks, so you are constantly engaged, rather than absent-mindedly clicking attack button. Combat itself is simple, but "special weapons as a resource"-approach (including the shield!) makes you use all of your arsenal, so you can't stick to a single weapon (and weapon variety is nice). Armor helps, but it doesn't make you invincible either (I think it takes some damage off of your incoming health damage, meaning you are still losing health when hit, even with 100% armor). On hard difficulty (Hail The King) fights become challenging, because you have to manage your health and healing potions aren't easy to come by and food doesn't replenish as much. By the way, it's great that you can get above 100% health, so any "leftover" food (or items) isn't wasted.I like the look of the game in terms of style, but the combat itself looks jerky and shit.
What am I missing mate? It's got mostly positive vibes, so how come the combat is good and not as jerky as it looks?
Sold.
I'll be buying this later today then.
At least... Try the demo first? The framerate is insufferable. It's not low or choppy, I got to a point where now 30 fps feels smooth to my brain, just because the game runs at 20-25 for the most part...
Looking at the list of games made with 001 Game Creator, it seems like the vast majority are 2D, side-scrollers or top-down RPG Maker-looking stuff. Why he opted for something like that is anyone's guess.
Wow, that engine? I remember using that thing years ago, back when it still had a free version. The big advantage to it was that instead of actual code, you did this flowchart kind of code, where more or less everything is done for you. The problem with it was that the engine was a piece of shit, even in the editor. The editor crashed a good chunk of the time and heaven help you if you tried making an action game. Having an amount of enemies that would be reasonable in another engine would cause slowdown. Frankly, its a miracle he even finished making the game.Looking at the list of games made with 001 Game Creator, it seems like the vast majority are 2D, side-scrollers or top-down RPG Maker-looking stuff. Why he opted for something like that is anyone's guess.
You're probably right. The default setting in-engine is the top-down RPGmaker-style camera. Since the whole engine was based around that, for years, and 3D and first-person views were added later, it was probably never thought about. Doesn't help that this is the first notable project made in the engine, in its 15 year or so history. Don't know if it still does this, but it used to be that if you didn't have enemy corpses disappear, they'd still count as enemies, and you'd still suffer slowdown.I just think the engine has no culling / occlusion, it just renders the ENTIRE LEVEL when you look in any direction, so it renders ALL polys and walls and entities in your viewport, extending infinitely outward from the camera.
You're probably right. The default setting in-engine is the top-down RPGmaker-style camera. Since the whole engine was based around that, for years, and 3D and first-person views were added later, it was probably never thought about. Doesn't help that this is the first notable project made in the engine, in its 15 year or so history. Don't know if it still does this, but it used to be that if you didn't have enemy corpses disappear, they'd still count as enemies, and you'd still suffer slowdown.I just think the engine has no culling / occlusion, it just renders the ENTIRE LEVEL when you look in any direction, so it renders ALL polys and walls and entities in your viewport, extending infinitely outward from the camera.