Risk of Rain Returns

Risk of Rain Returns

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ventesque Nov 8, 2023 @ 11:12am
is there no 144hz support?
any way to bypass the 60 fps lock and get 144 fps?
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Showing 1-10 of 10 comments
Danilwon Nov 8, 2023 @ 11:16am 
I'm wondering the same, seems locked at 60 fps
☀️|Joogaagoo| Nov 8, 2023 @ 11:19am 
Subscribe to discussion* :cancyman:
>-FISH-D Nov 8, 2023 @ 11:22am 
60hz vs 144hz won't make a difference on a 2d sprite based game when the player, enemy, and weapon animations are programmed at 60fps.

On a 3d environment/animated game this of course would not be the case and higher framerate would reign supreme.
Last edited by >-FISH-D; Nov 8, 2023 @ 11:24am
Chimera Nov 8, 2023 @ 11:24am 
Originally posted by >-FISH-D:
60hz vs 144hz won't make a difference on a 2d sprite based game when the player, character, and weapon animations are programmed at 60fps.

On a 3d environment/animated game this of course would not be the case and higher framerate would reign supreme.

This again? Please don't talk if you don't know what you're talking about.
Brandt Nov 8, 2023 @ 11:27am 
Originally posted by >-FISH-D:
60hz vs 144hz won't make a difference on a 2d sprite based game when the player, enemy, and weapon animations are programmed at 60fps.

On a 3d environment/animated game this of course would not be the case and higher framerate would reign supreme.

Not a single respectable developer lock their animations or game to a framerate, they will use framerate independance, locking your game to framerate is and should be in the past.
>-FISH-D Nov 8, 2023 @ 11:29am 
Originally posted by Chimera:
Originally posted by >-FISH-D:
60hz vs 144hz won't make a difference on a 2d sprite based game when the player, character, and weapon animations are programmed at 60fps.

On a 3d environment/animated game this of course would not be the case and higher framerate would reign supreme.

This again? Please don't talk if you don't know what you're talking about.

I do in fact know what I'm talking about. Unless the devs have programmed 2d sprite animations to have higher than 60 frames of animation nothing will appear more fluid at a higher refresh rate. This is not a 3d game.
>-FISH-D Nov 8, 2023 @ 11:31am 
Originally posted by Brandt:
Originally posted by >-FISH-D:
60hz vs 144hz won't make a difference on a 2d sprite based game when the player, enemy, and weapon animations are programmed at 60fps.

On a 3d environment/animated game this of course would not be the case and higher framerate would reign supreme.

Not a single respectable developer lock their animations or game to a framerate, they will use framerate independance, locking your game to framerate is and should be in the past.

Lol. Yes they do lock them when the sprites are handmade and the animations are handmade. These are not 3d objects/animations that render and move smoother at unlimited framerates.
Last edited by >-FISH-D; Nov 8, 2023 @ 11:33am
Chimera Nov 8, 2023 @ 11:44am 
Originally posted by >-FISH-D:
Originally posted by Chimera:

This again? Please don't talk if you don't know what you're talking about.

I do in fact know what I'm talking about. Unless the devs have programmed 2d sprite animations to have higher than 60 frames of animation nothing will appear more fluid at a higher refresh rate. This is not a 3d game.

Once again, you have no clue what the framerate affects. The animations could be 30fps for all anyone cares.

Dynamic particles, the camera movement, and even the characters moving across the screen can all be affected by the game's framerate being higher, despite lower framerate animations. The camera one is particularly very much noticeable. Stop spreading misinformation with "it doesn't make a difference lol", it does, regardless of it being 2d.
Last edited by Chimera; Nov 8, 2023 @ 11:45am
JtDarth Nov 8, 2023 @ 12:20pm 
Playing an animation designed for a specific framerate interval at ones outside of that intent can and DOES cause issues. On the low end, with automated interpolation, you have unnatural smoothness and issues with timing. Keeping some elements locked at low fremerate while the rest are running at a much higher frame-rate also looks jank and harms intended cohesion of look (when not done as part of the design intent). On the more extreme end, you have a loss of detail in animations, with frames literally missing, issues with held frames not hitting correctly, and outright legibility issues. These can be more or less noticeable, depending on a number of factors.

This is not a 3d game. 2d animations, sprite work, and 3d have different concerns, especially when the original game was almost certainly using framerate for timing, and uncoupling game logic from that is an absolute massive undertaking, even when you are 'rebuilding from the ground up'.

If the fps is locked at intervals, it's usually because things begin falling apart if you let it outside of certain bounds. This isn't the type of game that is going to see any real improvements from being at 144hz anyway.


IIRC Risk of rain and RoRR are both in gamemaker, and I seem to remember it is an engine related limitation, as the engine (at least used to be) designed around framerate timing instead of delta timing. I'm unaware of any gamemaker engine games that aren't hard capped at 30 or 60.
Fr!Xon☻✔★ Nov 8, 2023 @ 12:23pm 
Keybinds are the same like in ror1?
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Date Posted: Nov 8, 2023 @ 11:12am
Posts: 10