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
In terms of VSync - the reason we have the FPS capped at 60fps was due to how the physics acted differently at different framerates (even though we use physics substepping so the physics should work independently of the FPS) and even though most instances was slight -just to be on the safe side and to ensure everyone has a similar/consistent experience - we have (for now) capped it at 60FPS. We'll definitely be revisiting this during early access to get it running as nicely as possible on peoples machines!
FPS affecting the physics explains a lot, but my game still bounces between 61-62 fps. Is this the reason the physics are unreliable? IE: It's pretty confusing to beat a challenge, reset, change nothing, and then the creation doesn't work anymore. Definitely need to get physics separated from framerate.