There's a 60fps cap for in-game physiscs such as the bandana I'm currently using on my hat.
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A frame cap does not work like that, an animation can be made in another frame interval composing of 60 frames for example, but a frame cap is something that affects the entire displayed image over the course of it playing I.e what is allowed to be displayed on your screen.
I can make a flipbook with 60 pages then record flipping through the entirety of said flipbook then compose one video at a frame cap of 60 frames and one at a frame cap of 240 frames, the 240 framed capture will be smoother in the sense that it captured more of the nuance of flipping through the book, but it will not distort the original entity. Of course frame interpolation if used, could distort the original entity but that is another subject matter and Square doesn't use that. Which is what would be used in this case to expand upon nonexistent frames....which could cause blurry frames and unprecedented results...this I believe is dlss 3.0's premise.
Well i have up to 240+ fps with my setup but only a 75hz monitor so i always lock my Frames to that 75 since FFXIV suffers greatly from screentearing.
I don't see any issues with physics though. MY personal greatest issue is the lack of good AntiAliasing tech.
Assuming you have a monitor that supports it, have you tried Gsync, Freesync, Vsync? If they are on have you tried turning them off? Or vice versa depending on the application needs. That could improve quality of screen tearing to some degree. Note Vsync is for frames based passed what the monitor can handle and will sync the game frames automatically. If you need further help it is under the Nvidia control panel> manage 3d settings and you want to set it to adaptive, it's unabbreviated as Vertical Sync as an option. Gsync if supported will be a separate option under the panel...that is if you want to go slightly above what your monitor limits but want to handle tears still, though the GPU does the lifting instead (this has varying results). I recommend playing with them individually to see what works for your monitor.
Hiya, I’m 99% confident that the game client uses Havok for the Player physics. These library’s haven’t been updated in something like 10 years so I wouldn’t hold your breath on this issue getting addressed.
There is seemingly a second distinct module for additional physics that certain bosses use (Odin’s cape being a good example), but I can only guess that it’s too demanding on a single thread to use for player models.
Jepp, many effects are FPS locked and will look strangely when you exceed the target FPS. Once i made a fresh GPU driver install, which deleted all driver side FPS limiters. I logged in and my characters slooooooowly appeared in the character selection screen. Because the game ran at 700 fps or so and the character blend-in effect was broken because of it.
But this is still a non-issue compared to Bugthesda games. Starfield runs faster when your FPS are higher. They have seriously coupled the game engine speed to the FPS.
Cheers