Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
cpu: Xeon E5450 3.0Ghz
ram: 7G DDR2 800
P43 motherboard
graphic card: GTX750 1G
Note: Originally my old pc had a E8400 cpu (3.0G, dual-core) and other specs were lower than now. The E5450 was a 771-pin quad-core server cpu fits only for server motherboard, but mine has been hard-modified to fit 775-pin desktop motherboard, so actually my pc have been updated(upgraded, sorry) once and was a little bit unique than general old pc with all desktop parts.
My pc is enough for modern 2D games and some 3D games in low graphic setting. The game runs smoothly most time even I ran multiple process simultaneously like Chrome browser with 50+ tabs, only lags a moment seldom in this case. Though I don't think my case has a reference value......
Oh, I forgot to mention, NO overclocking on my pc.
Yeah, same here. I think it's actually a frame pacing issue, and not caused by poor specs (I get a locked 60fps, but frequently see jitters). Like I mentioned in the demo feedback topic, this is a pretty common problem in Unity games.
specs:
ryzen 5 2600
rx 580
16gb 3600hz ram
windows pro 20H2
1440p panel with desktop at 120hz
Ryzen 5 3600
GTX 1070
32gb RAM
SSD
Windows 10
I use a 144hz monitor and have experienced similar issues with other games when locked to 60 FPS. I unfortunately do not have another monitor to test with.
Edit:
Toggle fullscreen seems like it's just going into windowed bordleress window mode. Is there not "exclusive fullscreen"? This could also be the cause of the frame issues with variable refresh rate as well. More testing needed.
Edit 2: I just read through the DEMO feedback thread which basically makes everything I said above pointless haha.
I downloaded the 1.0.5 demo with vsync off and as Thew mentioned it is a much smoother experience. I capped my framerate at 144 since running at 700+ is silly.
So wait, is setting a frame cap the solution? I played last night, but the framepacing or stutter or whatever it was, was quite bad.
That was for the 1.0.5 demo which was posted by the developer and has vsync disabled. It was running 700+ FPS so I capped it at my monitors refresh rate 144.
It's worth noting that even on that demo build when I capped the framerate to 60 the stuttering motion returned but was mostly gone once I reset cap to 144. I also tried 72 as that's half monitor refresh but it was not different than 60.
Having vsync enabled should be ok as long as it isn't capped at 60 is my theory. Vsync should use my monitors refresh rate and I think that might eliminate most of the problem. Obviously this is a very high level theory with no understanding of what it takes to achieve that, heh.
In either of these instances users cannot solve this problem; only the developers can.
Seems to be a common issue with pixel-graphic games. Going to refund for now until this is fixed, which is a HUGE bummer but frame timing is also my number 1 issue with games. If a game can't be played smooth, it can't be played at all, and I don't really see why a low spec game should have this issue on a high powered pc. Maybe I'll pick it up on the switch, but honestly this has soured me a bit so I'll play something else, but I'll keep my eye on game news until the frame-pacing issues have been fixed.
Such a bummer, this was one of my most anticipated metroidvanias for awhile now.
Looking at a 60fps youtube video of gameplay it looks to be an issue on the switch as well. Something inherent in the game engine that just causes stuttery scrolling. Honestly I wish I wasn't so sensitive to it because looking at the youtube video it looks unplayable but apparently thousands upon thousands have played the game in that state and didn't notice it.
I should specify that it isn't a framerate or frame pacing issue. The movement on screen of everything even while the scrolling stutters shows a rock-solid framerate. It's really just the background and level scrolling that's a massive stutter, which makes it stand out even more when the characters and the rest of the on-screen movement is buttery smooth while the level itself and background chugs jumping a handful of pixels at a time.
Yeah it’s a bummer. I have the switch version and picked this up because of that issue. I was hoping for a smooth experience.
I’m also with you on wishing I wasn’t so sensitive to it, but I am and I’ll probably have to stop playing.
As I said above. That demo without vsync on was fine. Not perfect but completely playable for me.
Surprised it's stuttering so much. Is there an ini file where you cap the framerate?
From what I've gathered so far, the problem doesn't appear to be fixed with a more powerful rig and may have something to do with how I set up the vysnc. I've added a disable vsync option (under "screen settings") to the most recent build and demo.
Can you guys try the new build and tell me if the stuttering still persists? My eyes aren't sensitive to the stutter so I appreciate the feedback.
Playing the demo. Problem persists with V-sync turned on or turned off.
I'm not sure exactly how to describe it, it's like micro stuttering regardless of what the frame rate is, really sucks for people that are sensitive to it.
I had my monitor set to 60hz for testing this but the problem also happened at 75hz.
It's definitely not a problem with cpu or gpu though.
I also (rarely) had instances where the game just doesn't draw new frames for a fraction of a second and then returns to normal right after. Object locations and everything still updated during the time so it looked like everything just teleported ahead .