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I tested the Mystic Knight's Counters with 60 fps, 30 fps and 20 fps and I didn't notice any differences concerning the reaction time.
If there are any changes to the game mechanic based on the framerate, they weren't noticeable (at least for me).
Now the game (the remaster) has variable framerates. Are you seeing these ppl changing their framerate calcuclations?
Or are you getting at something else?
Though in some games, the frame rate can affect the speed at which Ai react (if the Ai has been coded in accordance with the frame rate), making ennemies more agressives...
It's just easier to refer to a set of animation as a set of frames, i.e. perhaps there are 24 distinct poses or 'frames', of which if the avatar is doing some of those frames, it's "invulnerable", hence i-frames. If the game has those 24 frames last 24s (doesn't mean each frame lasts exactly 1 second neither), then it'll last 24s. No matter what your display frame rate is. Unless you work for Bethseda.
i.e. "adding i-frames" basically means either setting more of the 'frames' to be "invulnerable" or similar.
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Playing at a higher frame rate doesn't seem to affect your % of doing a perfect block in DDDA. You just have to practice a bit more... get use to the 'flow' of the animation. Once you get the hang of it, that augment helps.
It's a bit less forgiving in DDDA than in say, MHW for sure ^_^.
This game and monster hunter use delta timing, so iframes are not actually frames but guaranteed immunity phases and attack/defend/mechanic windows are universal for all players regardless of system.
<f32 name="dieFrame" value="390.0000000000"/>
The first adds 10 "frames" to the perfect block window and the later specifies the duration in frames. Effectively, however, it would seem from the replies I've gotten that they instead add 1/3 of a second and the later lasts 13 seconds.
Those are taken from my own files which I use for modding. I didn't bother checking to see which shield ability I took that from, but the later is from Magic Cannon.
BTW Which files have these and what do you use to open them? Maybe I could dig me some level requirements data? Or some hidden resistances.
As for which files, you have to extract stuff from the .arc files. https://steamcommunity.com/sharedfiles/filedetails/?id=601818667 for more info on that. In particular those were bld.arc and mac.arc respectively.
Thanks.
From my testing DD:AA uses delta timing.
I had the same concern as you when i picked up this game knowing it was targeting 30 fps in the original release.
Even though console games target known hardware, the performance still varies from scene to scene in many games so not implementing delta timing is very stupid.
Unfortunately many Japanese developers from the time did not implement delta timing.