Coromon

Coromon

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Maik Jan 13 @ 11:20pm
Coromon is stuttery again
I don't know what you changed, but at some point last year Coromon ran pretty smooth on my steam deck. Now it stuck at a stuttery 52fps.
And I don't mean 52 is stuttery, I mean it is NOT a smooth 52.

It is unfathomable to me how this game, which should be able to run at 100+fps on the SteamDeck struggles to bring static scenery to the screen.

But I also noticed that when I lower the screen refresh rate to something lower, let's say 40Hz, that the game follows. EVEN when I deactivate any frame limits on the SteamDeck.
Is Coromon running with forced/flawed Vsync? If so, Why?
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Showing 1-3 of 3 comments
Coromon has a dynamic framerate. If nothing is happening, the FPS goes down. If there are animations or you move the screen, the FPS goes up. I suspect that is due to the engine used, which is primarily for making mobile-games and lowering FPS is a typical power-saving feature. Now that the Steam Deck and handheld gaming is getting popular, even some PC games opt into making handheld specific optimizations like these.

The drawback is that if you start moving while the FPS is low, it starts picking up and in doing that, you perceive more or less stutter.

Of course, that's just my best guess and may not be what is happening but i think it makes sense. Coromon behaves like this across all of my devices, including a Intel-based laptop, 1 Intel Based desktop with an AMD GPU, a Ryzen-based desktop with a NVIDIA-GPU as well as my Steam Deck (LCD). I have no idea why that isn't a toggle-able option though, if that is what's happening.
Saphira890 Jan 20 @ 11:49pm 
TBH i thought the screen stutter i was getting might be my monitor having problems, I'm not one to normally notice frame rate issues but good to know its just the way the game was designed.
JellyPuff Jan 21 @ 12:24am 
Originally posted by Saphira890:
might be my monitor having problems
It's worth pointing out, that if your monitor has VRR (i.e. Free-Sync or G-Sync) and it's enabled, the screen may flicker quite badly as VRR tries to make the monitor's refreshrate match the game's framerate to minimize screen-tearing. Definitely needs to be turned off for this game within the GPU driver-settings, especially if you're photosensitive.
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