Установить Steam
войти
|
язык
简体中文 (упрощенный китайский)
繁體中文 (традиционный китайский)
日本語 (японский)
한국어 (корейский)
ไทย (тайский)
Български (болгарский)
Čeština (чешский)
Dansk (датский)
Deutsch (немецкий)
English (английский)
Español - España (испанский)
Español - Latinoamérica (испанский Лат. Ам.)
Ελληνικά (греческий)
Français (французский)
Italiano (итальянский)
Bahasa Indonesia (индонезийский)
Magyar (венгерский)
Nederlands (нидерландский)
Norsk (норвежский)
Polski (польский)
Português (португальский)
Português-Brasil (бразильский португальский)
Română (румынский)
Suomi (финский)
Svenska (шведский)
Türkçe (турецкий)
Tiếng Việt (вьетнамский)
Українська (украинский)
Сообщить о проблеме с переводом
And what does this, "it phases into the player", mean?
I use 144Hz monitor now.
I try to lower FPS to 60 for test play.
If it is set to anything other than 60, it will be fixed at the desired fps.
But if it is set to 60, it will be 144fps as monitor's refresh rate.
If set to 60fps, will the mod revert to the default settings?
As far as I know, this game is setting FPS based on the refresh rate of the monitor.
quality: poteto -> as half refresh rate
quality: normal or ultimate -> as refresh rate
quality: high -> no limit variable
Use 59 or 61 if you want ~60 fps.
(I made a little oversight regarding monitors)
New version 1.8.9:
- Normal map textures now works as intended with texture packs
- fixed replaceable DLC sounds
- fixed profile stats sometimes being merged.
- Auto execute commands at start of RWBY GE. Edit through Ctrl+E in main menu.
You can change settings like /pause /ShowHealthNumbers /gfx fpsfix3 /loadPlugin
(though one command per line)
- added /loadPlugin [dll file name of plugin] (some plugins require reload of map)
- added /chibi - rescaling body
- added changable controller devices for splitscreen.
- Added side-by-side 3D view
- Added (experimental) VR*
*: Dev story: I wanted to integrate VR somehow. So I tried. But as it turns out the game engine has no support for VR at all... The only solution I could see was to implement everything myself, however to get full support is a project way too big for me, and I'm in no position to do that. So here it is, gvk's take on VR implementation and I barely have a clue if I'm doing it right, tried to mimic some oculus sdk. That said: no native support for various headset, no head movement support, you might will get eye strain. Though for comfortability you can play around with various settings.
You might have to use ambientmode: 1 (trilight ambient lighing)
But there is like no difference iirc.