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No Time is not as simple a game ^^, for instance I cannot use static occlusion culling due to changes in the level and it being quite dynamic. Thankfully though most calculations are done under the hood on a secondary thread, like for instance the recording of your actions in time.
I was capping it to 90 for AMD cards in specific to test if the code acts up. I've had reports, not tied to frame based game logic where the game hallucinates certain things and my theory was that the AMD CPU might do something on higher frame rates. If it is not i will increase it back to its recent setting.
Thanks for writing.
That would be a massive improvement, Yeah. For reference, my setup is RTX 4070 Super for GPU, and AMD 5800X3D for CPU. I didn't notice any issues when forcing framerate, but I also didn't play for that long.
Thank you for listening
Seems like something worth aiming towards, yes
FPS loves re-capping itself back to 120 whenever a save is loaded, I have to keep going into the settings to change it back to 250.
Graphics settings could likely use some more options, the Potato Medium High NASA PC presets are fine, but the custom options don't include things like post-processing and texture quality, which would be nice to toggle as the game struggles with optimization quite a bit and I find myself preferring Potato preset with maximum render distance even with an extremely powerful PC...
Haven't noticed any bugs related to FPS logic yet, but I'll update if I do. The time machine loves drifting sometimes after hitting 88MPH and entering a wormhole, which causes me to crash into a tree sometimes, but it's really funny.
On the side of gameplay and UI, I think some more clarity in story mode could be useful. The map isn't very useful and I can find my way decently enough by reading the quest log, but having at least some form of GPS would be extremely useful. I think there's a small glitch with the UI on the top right, there's a green number that always has two digits clipping into each other.
Other than that, while driving I think it's extremely annoying to constantly have "Exit Vehicle" or other hover tooltips covering half of my view while driving, they should probably only show if the car is below a certain speed.
post processing can be set off individually in the lower options, hdr, ssao, anti aliasing. I do not have quality sliders for them as they are all set to maximum performance.
I'd need to know more what you were trying to accomplish with the map, as in were you trying to home into a waypoint or something else.
The drifting is actually more of an intended feature that I implemented last update, it depends on your momentum when you move.
Yea, generally it'll keep popping up because it's in front of you, as well as other objects, especially if you look around while driving to check your surroundings.
Graphics settings aren't a huge issue. The presets do change texture quality though, yes?
As for the map, again, it's more a suggestion than an issue. A good example is when you first travel to 2014 to look for Edward. You need to open the log and read the quest description to figure out what year to go to, then you need to drive with very little guidance until you stumble onto his new laboratory at the town square. It's manageable because you just drive forward really, but a modern solution would likely have "Travel to 2014" and "Find Edward's Lab" pinned in some toggleable HUD of sorts. Not asking for arrows to point me directly where I need to go, but it did give me the impression the game drops you in the map and expects you to figure everything out. I could be wrong of course, but it was a first impression that lead to that suggestion.
I appreciate the responsiveness with implementing stuff into the test branch, that was really nice
Thanks for your suggestions ^^
In terms of the questlog to map thing, I am attempting to work out the descriptive narrative type of quest. It is lacking in a few bits of course though I can improve on it.
Basically my meaning is to get people to rely less on a waypoint system like in TES or GTA or other more modern titles, as I have noticed this on myself how I would pay less and less attention to the story and task itself, where it would turn to a way point hunt so to speak.
The other route would be describing the way for you, a good instance of this would be when Fredich asks you to take out the bandits in the cave, he says head north across the river, look for the boat shape cavern. So it gives you a visual guide to discover the task which in my mind is way more fun. Though of course something that can be improved on.
I'll add a line after you enter 2014 that tells you that the main road leads to the city center. I guess that can help for early players moving forward.