Tom Clancy's Rainbow Six: Vegas 2

Tom Clancy's Rainbow Six: Vegas 2

DeversanT Jun 18, 2015 @ 10:11am
Speed bug
Have a speed bug in game.
All runs very very fast (something like cpu sync time bug).
Mouse sense at 1 like 100, enemys, shooting...like speedhack.
Whats wrong ?
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Showing 1-7 of 7 comments
Groth Jun 29, 2017 @ 2:30pm 
I seem to have the same problem. Wanted to play some Terrorist Hunt after some years and everything feels super fast.
x3pha Oct 10, 2020 @ 4:04am 
Enable vSync. It's more of a fps sync problem.
So Many Bugs
I love this game, but why is it such a buggy ♥♥♥♥♥♥♥ mess? It's infuriating. From delayed inputs, broken cover, tiny FOV, looping gun sound effects, auto firing shotguns, missing sound effects, rapid single shots... what the hell happened? Vegas 1 wasn't exactly the most refined of games but this is just absurd. All these glitches make soloing Terrorist Hunt on Realistic more annoying than fun.
Donoghu Mar 17, 2021 @ 7:57pm 
To put it simple, one of the main reason for making this game kinda broken is the fact that it was made to run at 30 FPS with framerate-based physics and animations on console that could barely display 720p on-screen.

Many parts of the game is made based on the 30 FPS limit of the original game.

If you haven't done it yet, enabling the VSync does fix a few of the bugs/glitches as it lock the game to 60 FPS. Some bugs/glitches do remains, but it's far less absurd.

Here's an example of the kind of bugs/glitches that will remains even with the framerate locked at 60 FPS:
https://steamcommunity.com/sharedfiles/filedetails/?id=2427987492

Why is their neck like that? I'm no part of the devs who worked on it, but my guess (as a dev specialized in gameplay mechanism) is that the game might have, originally, apply the "head orientation" calculation in-between rendered frame, but since even at 60 FPS the games runes twice (2x) the original intended framerate, the game apply 2x the neck + head rotation that is supposed to apply, resulting in their head going 180 degrees instead of just 90 degrees.

I noticed also an impact on the "difficulty" where AI will hit you far more often and fast and quick if your Framerate is high. Might guess is that there's not really any kind of "bullet physics" from the AI, but instead more like a raycast being sent from the AI's guns and some visual particles going "pew pew" visually when they are shooting.
Wow, great answer!
I noticed when playing Vegas 1 and 2 side by side on Terrorist Hunt that the reaction times in 2 are far higher, being able to insta kill you around corners before it seems like they've even gone around it. Although, to be fair, that's kind of how I imagine the Xbox version too, and I'm imagine Vegas 1 would suffer from the same framerate based issues as Vegas 2?

From a non-game designer point of view, it kind of blows my mind that developers in 2008 were still tying so many game mechanics/animations to framerate. I know Bethesda does the same thing, but that's about all I can think of that outright breaks the game.
Golden Depression Mar 17, 2021 @ 9:53pm 
Originally posted by Cynergy:
Enable vSync. It's more of a fps sync problem.
I was googling all sorts of ♥♥♥♥ just to find out I had to turn on vSync lol, thank you dood.
Originally posted by Donoghu:
To put it simple, one of the main reason for making this game kinda broken is the fact that it was made to run at 30 FPS with framerate-based physics and animations on console that could barely display 720p on-screen.

Many parts of the game is made based on the 30 FPS limit of the original game.

If you haven't done it yet, enabling the VSync does fix a few of the bugs/glitches as it lock the game to 60 FPS. Some bugs/glitches do remains, but it's far less absurd.

Here's an example of the kind of bugs/glitches that will remains even with the framerate locked at 60 FPS:
https://steamcommunity.com/sharedfiles/filedetails/?id=2427987492

Why is their neck like that? I'm no part of the devs who worked on it, but my guess (as a dev specialized in gameplay mechanism) is that the game might have, originally, apply the "head orientation" calculation in-between rendered frame, but since even at 60 FPS the games runes twice (2x) the original intended framerate, the game apply 2x the neck + head rotation that is supposed to apply, resulting in their head going 180 degrees instead of just 90 degrees.

I noticed also an impact on the "difficulty" where AI will hit you far more often and fast and quick if your Framerate is high. Might guess is that there's not really any kind of "bullet physics" from the AI, but instead more like a raycast being sent from the AI's guns and some visual particles going "pew pew" visually when they are shooting.
so would limiting the game to 30 fps fix the glitches?
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Date Posted: Jun 18, 2015 @ 10:11am
Posts: 7