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-You can level up your stats to sprint for much longer and recover your heart rate much faster. As you get it leveled up it's far less of an issue.
-What information are you trying to read in a fight on the bow? The only thing you really need to read actively at any given time is the noise meter (not that useful in a fight) or the health meter on the hand.
-I've never heard of VOIN so nope, not working together haha, glad someone else is doing something similar though. I think it's a more fun way to visualize progress than menu bars
-So you're right about the creatures floating and the player also sometimes as well. Basically, as you move through the world Unreal loads things in chunks. Instead of setting up all the collision over time, it does it ALL AT ONCE. Which is really really bad and if the collision is detailed, it causes massive hitches. I used to have it much more refined but basically had to cut it WAY back because of this. I'm really hoping they fix this and if they ever do I'd make collision easily 30x more accurate than it is now. It's a really unfortunate part of the engine that honestly is way above what I could fix as a solo dev.
-Are you using frame generation? Reflex (especially with boost) can help with it but if you're feeling latency, it's probably due to that. Frame generation is nice, but it absolutely causes input latency just due to the nature of how that works. If you are bothered by it, I'd recommend not using it and just adjusting the graphics options instead to get a framerate you like. I personally don't use it because I'm very sensitive to latency.
Thanks for the feedback!
I am using frame gen, but I didn't word that very well earlier.
I'm not talking about input latency typically introduced by frame gen — the controls feel snappy and fast with Reflex on. Although, there's a common issue with rubberbanding with frame-gen. Sometimes it feels like the character is taking 3 steps forward and 1 step back on a very subtle level in just a few frames. I'm not sure if this is something you can tweak to optimize frame-gen a little more, but it feels like an artifact of it. This feels odd with the game achieving 70-90fps with it enabled. It's especially noticeable on the edges of the screen where artifacts are introduced.
In CP2077, I never really experienced the same issue while getting roughly the same frame rate.
It could have to do with the general slowness to movement. Without sprinting, the character feels like he's walking or doing a slow jog. For maps of this scale, it feels very punishing to move around in general. Maybe frame gen artifacts are more pronounced with slower movements? This also means the scenery in the periphery / edges of the screen is moving very slowly past your field of view, so artifacts are easier to see.
This doesn't pair very well with the quick, snappy camera movement and combat, if that makes sense. Games that feel *really good* strike a good balance between movement speed and action, and this feels unbalanced to me, is all I'm saying. :)
Take another example: in boomer shooters, characters move way too fast for the small environments they offer, so they routinely feel unbalanced as well, on the opposite end if that makes sense.