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One way to test would be go to the options menu, choose HALF VSYNC (if you have a 60Hz monitor) to limit the frame rate to 30 FPS, and see if the jittering still looks as noticeable. If so, then there really isn't much that anyone can do about it, unless the developers choose to refine those animations / tick rate for both 30FPS and 60FPS. It's unfortunate, really.
Wait you do know TR is something that is server related right?. This has nothing to do with the game's animations. Don't blame consoles for the devs work of the PC port.
Tick rate isn't just limited to server side terminology. There is most definitely an issue with some single player games with some animations that are limited to 30FPS in 60FPS games.
Look up 'tick rate' in Doom 3 if you don't believe me. It's what causes hitching in the original version of Doom 3 on PC (single player campaign) that can be overcome with a workaround through console commands which specifically uses the word 'fixedtic', in reference to tick rate.
This is also seen in Halo 5, when an enemy is a certain distance away from the player, the animation changes from 60FPS to 30FPS, and it can look very strange within the confines of an engine that is running everything else @ 60FPS. It can also be known as a tick rate.
This is exactly what the problem is here in this particular instance. Sometimes the NPC's walking around exhibit a very jittery animation. It could be because those animations are locked to 30 FPS, which is causing it to look jittery within a game running at 60Hz or higher.
Not TR, far from. I work with film students and we have never ever used this terminology, nor do we use it in editing.
You're talking about missmatch of frame rates, has nothing to do with TR.
FFS.
https://pcgamingwiki.com/wiki/Doom_3#Micro_stuttering
"Doom 3's tickrate is capped at 60FPS. com_fixedTic 1 removes the cap. r_swapinterval controls VSync."
This is for a SINGLE PLAYER GAME ... it has nothing to do with 'server side'.
Anyone can make a wiki, that means nothing.
TR is a server side terminology.
Seems the whole net disagrees with you too.
https://www.google.com/search?client=firefox-b-d&ei=Qj57XNiVFZe-rQG-3aeoDw&q=what+does+tick+rate+mean&oq=what+does+tick+rate+mean&gs_l=psy-ab.3.0.0l2j0i10i30j0i8i30.8744.14907..15580...0.0..0.253.3208.0j11j6......0....1..gws-wiz.......0i71j0i7i30j0i8i7i30j0i13j0i13i30j0i8i13i30j0i13i10i30j0i30.K5CDPoMGvrs
It's not just about the wiki, it's about the actual wording used in console commands for a single player game that controls how the game functions. tic = tick rate.
There is also this documentation for animation optimisation for Unreal Engine that sources the instance of 'tick' and 'ticking'. It's not just server side terminology -
https://docs.unrealengine.com/en-us/Engine/Animation/Optimization
People like you will only ever believe what you want to believe.
You just post a link to something that shows nothing about TR yet somehow equate the TR to this new engine?.
Oh my.
Unsubbed, enjoy spreading misinfo.
:s
Unsub to the topic all you want. I'm not spreading misinformation. You are clearly an abrasive individual that has to be right at all costs, even when evidence is given to you on the contrary.
"You just post a link to something that shows nothing about TR yet somehow equate the TR to this new engine?." Ummm ... how about you look for the instances of 'tick' or 'ticking' within the document on ANIMATION OPTIMISATION for Unreal Engine that I provided.
I'm done talking to you, too. You seem to know everything because you teach film students and do editing work. That makes you qualified to critique anyone and everyone, clearly.