Shovel Knight: Treasure Trove

Shovel Knight: Treasure Trove

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crocodile Feb 10, 2015 @ 11:30am
Unlocking the frame rate
Vsync caps the frame rate at ~62 FPS; disabling it raises the cap to
~120 FPS. According to PC Gaming Wiki this method causes glitches. Are they game breaking type?
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Showing 1-8 of 8 comments
YinYin Feb 10, 2015 @ 2:11pm 
It changes the games speed (or used to). Not sure if it runs frame rate independent now.
DarkAlenia Feb 12, 2015 @ 6:55pm 
Why would this type of game need anything over 30 FPS, honestly? I can understand for something like Assassin's Creed or Counter-Strike, or Shadow of Mordor, but an 8-bit title like Shovel Knight? Nah! Not trying to come across as flaming or trolling or anything, because I assure you that's not my intent...I'm just genuinely curious :)
ShaneC  [developer] Feb 14, 2015 @ 3:35pm 
The things that crop up are generally very subtle differences in the physics simulation or input processing. These can throw off seasoned speedrunners, but should not affect normal gameplay.
YinYin Feb 15, 2015 @ 6:59am 
Originally posted by Nerd House:
Why would this type of game need anything over 30 FPS, honestly?
Any real time input/feedback game benefits a whole lot from running more fluent - the style doesn't matter at all.
crocodile Feb 15, 2015 @ 8:00am 
Originally posted by ShaneC:
The things that crop up are generally very subtle differences in the physics simulation or input processing. These can throw off seasoned speedrunners, but should not affect normal gameplay.

Is fixing these issues within the realms of possibility?
ShaneC  [developer] Feb 25, 2015 @ 3:01am 
Originally posted by Super Meat Boy:
Originally posted by ShaneC:
The things that crop up are generally very subtle differences in the physics simulation or input processing. These can throw off seasoned speedrunners, but should not affect normal gameplay.

Is fixing these issues within the realms of possibility?

If there are gameplay-breaking bugs, absolutely. When run at vastly higher framerates, input simply will be more responsive -- that isn't a bug.
YinYin Feb 25, 2015 @ 4:39am 
Did or does it still hinder people from getting off the first beetle in the lost city?
That's the only gameplay-breaking subtle difference in physics simulation I can think of.
For me, turning on vsync cuts the game's speed down to 1/4th speed. Turning vsync off, however, makes mole man's stage literally impossible to beat. I have to keep switching my graphics to even finish the stage.
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Date Posted: Feb 10, 2015 @ 11:30am
Posts: 8