No Time

No Time

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MeovvCAT Dec 29, 2024 @ 3:17pm
Editing the Framerate Cap
Bought the game after having it wishlisted for a few years. Haven't played much beyond stumbling into 2014 and driving around aimlessly (A minimap for scripted story events might be useful)

I noticed No Time caps your framerate at 90 fps. Looking here, it seems like the cap setting used to have a maximum of 120 and is enforced due to certain game logic being tied to FPS.

Usually, higher framerates are important not only because of visual smoothness, but also input latency, even if your monitor can't display the extra frames. This is why Uncapped FPS settings are important in PC games, and I was quite disappointed to see a forced cap in No Time, especially since Unity games have no real reason to tie ingame logic to framerate.

I edited the configuration in the registry to force a cap of 165, and it worked fine in my testing. The performance wasn't flawless (anywhere from 120 to 165 fps on Nasa PC preset at 3440x1440 on a 4070 Super, which seems a bit weird for a game like No Time) but the experience was miles ahead of the default maximum cap of 90 fps.

I'm posting this in hopes that a framerate uncap setting gets added in an update, because it seems really bizarre for a PC-native title made in Unity to have such a cap to begin with.
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Showing 1-10 of 10 comments
Lost in Days Studio  [developer] Dec 30, 2024 @ 12:43am 
Hey there. I could put it up to 200 though I would need to fix any specific frame tied calculations.

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.
Last edited by Lost in Days Studio; Dec 30, 2024 @ 12:44am
MeovvCAT Dec 30, 2024 @ 8:12am 
Originally posted by Lost in Days Studio:
Hey there. I could put it up to 200 though I would need to fix any specific frame tied calculations.

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
Lost in Days Studio  [developer] Dec 30, 2024 @ 9:09am 
Originally posted by MeovvCAT:
Originally posted by Lost in Days Studio:
Hey there. I could put it up to 200 though I would need to fix any specific frame tied calculations.

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
yeah it is something strange for sure, I had a friend of mine start into the prologue with the elevator just completely missing for some strange reason, and the game hallucinating certain things. If you'd like I can make a 200fps cap on the test branch, and you could tell me what part of the game might need to be improved.
MeovvCAT Dec 30, 2024 @ 10:19am 
Originally posted by Lost in Days Studio:
If you'd like I can make a 200fps cap on the test branch, and you could tell me what part of the game might need to be improved.

Seems like something worth aiming towards, yes
Lost in Days Studio  [developer] Dec 30, 2024 @ 11:10am 
Originally posted by MeovvCAT:
Originally posted by Lost in Days Studio:
If you'd like I can make a 200fps cap on the test branch, and you could tell me what part of the game might need to be improved.

Seems like something worth aiming towards, yes
aight switch to test i will make the adjustment
MeovvCAT Dec 30, 2024 @ 1:08pm 
Switched to test branch, some immediate notes:

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.
Lost in Days Studio  [developer] Dec 30, 2024 @ 2:23pm 
Originally posted by MeovvCAT:
Switched to test branch, some immediate notes:

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.
the exit vehicle only shows up when you look at the steering wheel cause that is the trigger

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.
Last edited by Lost in Days Studio; Dec 30, 2024 @ 2:35pm
MeovvCAT Dec 30, 2024 @ 2:42pm 
Originally posted by Lost in Days Studio:
the exit vehicle only shows up when you look at the steering wheel cause that is the trigger

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
Lost in Days Studio  [developer] Dec 30, 2024 @ 2:50pm 
Originally posted by MeovvCAT:
Originally posted by Lost in Days Studio:
the exit vehicle only shows up when you look at the steering wheel cause that is the trigger

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
Yeah the presets mainly control texture quality and the movable render and shadow sliders.
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.
MeovvCAT Dec 30, 2024 @ 3:18pm 
Oh lol, is the number on the top right corner your money? The $ Looked like a 1 clipping into the first digit so I just didn't make the connection my bad
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