Tried the mod out just now despite having finished the game. I'm jealous of anyone still playing or planning to play. Wish I'd waited.
Are there any side effects?
I read that some of the characters bug out during animations outside of gameplay.
Scene changes during cutscenes have some flicker.
Noticeable, but nothing game breaking.
Are there any side effects?
I read that some of the characters bug out during animations outside of gameplay.
Someone even trying to recode all fmvs in 48 fps..Subs are no longer sync'ed in FMV's
Camera transition during cutscenes is a bit jerky. It's like there's a glitched frame during every transition.
Could probably be fixed by dropping to 30 FPS during those scenes. Fluid movement is more imporant during gameplay, especially the combat anyway.Unfortunately
Someone even trying to recode all fmvs in 48 fps..
Could probably be fixed by dropping to 30 FPS during those scenes. Fluid movement is more imporant during gameplay, especially the combat anyway.
Got a link to the thread where he's posting updates?Been using this fix for a while, since it first fixed the audio stuff and stuttering. It is amazing at how it keep getting better and better, the 60 fps fix is glorious.
Glad I held off trying to rush through the game, because the game has changed for sure...wow!
I always keep an eye on the steam thread, because he's updating it all the time.
Got a link to the thread where he's posting updates?
I'm still very early on in the game (only just drew the sword) so very interested in playing the rest with this mod.
I'm just getting to the final battle now
Wondering if I should bother as I know there's going to be a bunch of cutscenes and dialog moments at the end...
Speaks volumes about the talent of Namco devs.
wtf...
I mean they weren't exactly lying, there are still some bugs when implementing this frame rate.
I'll take a flicker, occasional judder, anything for 60fps and beyond, though.
It's far from perfect and seems to echo Bamco's own statements. There are a ton of issues that I doubt they will be able to fix completely.
Next time someone goes
"Why PC gaming?"
I will go
"Because there are gods among us."
There are very minor things that happen that full porting team could have taken care of I'm sure. I mean, two people were able to pull this mod off and for the most part it is pretty stable and the only time I have judder during gameplay is during combat transitioning. Game runs like silk otherwise
I don't think Bamco wanted to pay QLOC more than what they already had to. I'm sure it wasn't a parity thing (for those who think it might be) and more of a money thing since DB Xeno on PC is the only version that runs at 60 and was done by QLOC as well.
Yeah, 'far from perfect' and 'ton of issues' seem a bit hyperbolic.
It's fine, really, except the out of sync issue in cutscenes/videos.
Oh? QLOC ported it? They could've gotten 60 FPS done if they had been told to do so, they did well with RE4 after all.
Yeah, 'far from perfect' and 'ton of issues' seem a bit hyperbolic.
It's fine, really, except the out of sync issue in cutscenes/videos.
Cutscenes being out of sync and weird camera flicker actually qualifies as "far for perfect" to me and is certainly not acceptable for an official release.
But its not official, problems occurs only with unofficial 60 fps mod, duh.
Mm, this conversation began with someone implying that Bamco was being ridiculous when they refused to do an official 60 FPS port, despite the fact that now a 60 FPS patch indeed demonstrably makes the game not release-worthy.
Cutscenes being out of sync and weird camera flicker actually qualifies as "far for perfect" to me and is certainly not acceptable for an official release.
Namco's framerate limiter has been completely disabled and limiting is now done completely by the driver / VSYNC / some third-party utility (these should work now, since I'm not toying with kernel timing anymore). This has a potential consequence of causing input latency because you can, and will, hit the pre-rendered frame limit before the driver starts limiting you.
Frame times are a little bit more variable than the frame pacing scheme I had setup, but generally lower overall and this will increase the odds that you can keep up with 60 FPS or something there about.
More importantly, however, FMV subtitle synchronization is fixed. DrDaxxy helped me find a much simpler way of doing this than I was floundering around with
Grab 1.0.2 here.
Mm, this conversation began with someone implying that Bamco was being ridiculous when they refused to do an official 60 FPS port, despite the fact that now a 60 FPS patch indeed demonstrably makes the game not release-worthy.