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Uncapping FPS was causing quite a bit of issues so it is capped for now. We will work on uncapping the game at some point during EA. Thanks for your patience.
Slormancer is a 2D game build in a similar way as Diablo 2:
- the game is supposed to work displaying a fixed amount of images per second (60fps)
- each image is supposed to be displayed for a fixed duration (1/60th of second)
- everything is built to be done every x images (channeled skills tick 4 times per second = 1 tick every 15 frames for example)
The main downside of working that way is that if the game runs at a slower pace, everything is slowed down (which can prevent abuses too).
But is also mean that animation is a bunch of sprites, each displayed a predetermined number of frames, kinda like a cartoon.
So increasing the fps to 144 would mean adjust everything to adapt to the new subdivision of time (1/144th instead of 1/60th) according to the selected framerate.
But it would also mean each image in an animation would be displayed for more frames, for the same result (they won't create new sprites to fill the gaps and make the animation smoother as it would be way too costly).
In 3D games, as their is a full animation instead of a succession of sprites, increasing framerate make the animation look more fluid. But in a 2D game, the impact wouldn't be that big.
Some attacks may look smoother though (projectiles can be displayed in intermediate positions as it's not only an animation).