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  1. #1
    Player
    SunnyHirose's Avatar
    Join Date
    Nov 2014
    Location
    Gridania
    Posts
    597
    Character
    Sunny Hirose
    World
    Hyperion
    Main Class
    Lancer Lv 70
    There is more than one possible explanation, but the the simplest hypothesis is that the engine waits till the first frame the skill is "off cooldown" to register the next GCD instead of prorating fractional time. So in that case, the rounding as a computation would only be once (and probably down, since that's just how this game rolls), but there would be effectively a second rounding enforced by the engine not rewinding time.

    Lots of games (I'd conjecture the vast majority, considering how many games are for old-school hardware where this was the only way you could really do it) tie input registration to displayed frames; although I know such things because I've been an amateur game programmer most of my life, this can be observed if you play games on a potato like I do and have to wrestle through a few slideshows now and then.

    If you lock FPS lower (higher!?) and observe the tiering changing accordingly, then I'd dare say this is the most probable explanation.
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  2. #2
    Player
    Krindor's Avatar
    Join Date
    Jun 2014
    Posts
    435
    Character
    U'tyada Tia
    World
    Odin
    Main Class
    Marauder Lv 67
    Quote Originally Posted by SunnyHirose View Post
    snip
    I usually run the game on a 60hz monitor but I can test it out at 120hz and see if it changes anything.

    Though while I see the reason to do it, it still seems weird that they would implement such a system and then hide it by using a missinforming tooltip. Also from my very limited experience as a programmer(Basic image enhancing and recognition) counting 100 times per second and then display it when needed shouldn't be taxing at all. Tbh I'm feeling that this is caused because of the programmers being behind the western, modern standard.

    Also do you have any theory as to why the stats shown by the tooltip is using really weird patterns instead of the logical 26/27 or 66 and instead like 8 sec for example which does it as something like 7,6,7,13. Still fits the 66=1% but in a bursts instead of a regular flow.
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  3. #3
    Player
    PFM's Avatar
    Join Date
    Sep 2015
    Posts
    41
    Character
    Laekhiya Ghenna
    World
    Balmung
    Main Class
    Monk Lv 70
    Quote Originally Posted by SunnyHirose View Post

    If you lock FPS lower (higher!?) and observe the tiering changing accordingly, then I'd dare say this is the most probable explanation.
    If I remember correctly there was a post several months back about a player who found that locking the game at 30fps produced very consistent results for trying to land a specifically difficult jump to get on a certain piece of terrain that was near impossible for them to land when running at higher framerates. I wonder if this carries over to the battle system as well.
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    Last edited by PFM; 09-11-2016 at 06:55 PM.