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Knife strategies only work when your framerate is higher than 60 because of RE engine quirks. Hardcore is just making it seem worse.
Just kneecap zombies and then finish them for free with the knife. Or stunlock lickers to death if you don't want to deal with them later.
Also at high FPS it turns bosses into babies.
I¡ve heard rumours about the FPS thingy, but I don't know how to increase the FPS. Would you kindly help me on this one?
Also, considering Claire starts with the worst gun in the history of Resident Evil, can I use a deluxe weapon (not the ones with infinite ammo, the ones of the DLC) or would I be penalized and bound to get only rank S?
First off, make sure framerate is set to variable and v-sync is off. A few settings you can tone down to up the FPS significantly are, shadow quality, volumetric lighting, sub-surface scatterinig, and screen-space reflections.
Also: https://www.youtube.com/watch?v=D4lE2T4wWxM
And yes, you can use the pre-order samurai edges for S+. You just can't use any infinite ammo.
Set the graphics preset to "maximize performance," set the framerate cap to "variable," and turn off vsync. If you want to actually see your FPS, go to steam settings, then the In-Game tab, then there's an option for "In-Game FPS counter." That said the knife is still effective on G1 Birkin, the boss most weak to knife slashes, even at only 60fps. Considering the devs went out of their way to make this game run at 60fps on consoles, I'd say that's the intended framerate to play on and therefore the intended knife damage.
I'm pretty sure you can use the deluxe weapons and still get S+ rank, the limitation is only on infinite ammo weapons. However Claire's pistol is better than you may think as iirc it has the highest crit chance of all pistols in the game.
It's not the engine.
It's ust how the knife was programmed.
They programmed it frame based instead of timed in milliseconds.
The game is full of stuff where they did it right though.
If it was a general engine thing everything would be off with different FPS values.
The movement system, the camera system, sound timings, animations ... everything would go either slower or faster depending on FPS.
But it's only the knife.
I guess the guy who made the knife just wasn't very experienced how to implement something like this FPS independent.
Maybe someone who was working exclusively on console games and didn't think about variable FPS values.
On a side-note though the knife should also be a problem on console.
If the FPS really vary between 30 and 50 it does inconsistent damage on console as well.
( I think on non-pro PS4 ... why didn't they just call it PS5 btw? lol )
Just without the option to take advantage of it.
The infinite knife is almost surely doing lower damage, but I need to test it out more. (Or maybe the guys compiling the damage tables are already doing it.)
Stutter? You mean as in low FPS? You mean fewer frames?
That's exactly what I'm talking about.
If it's frame based you will miss the damage ticks.
Modern engines are using threads.
So, while the rendering pipeline dips frames the other thread keeping time is still working.
Besides that each platform probably has its own internal time component for standardization reasons.
No matter how you look at it.
The knife is stupidly implemented.
It shouldn't be frame based.