Cheo
Active member
Hello, I'm making this post to highlight the scale of an issue that is already known and ask anybody for help and suggestions.
UCC 3.0.10 introduced a much need camera interpolation fix that made the camera actually smooth on high framerates - until that point, it always felt like playing at 60fps even on a 300hz monitor. However, this fix is not complete and faces a severe limitation, which is moving platforms. More specifically, objects on the MovingPlatform layer and rigidbody platforms, which include driveable and rideable objects. You can see this for yourself in the demo scene in the Moving Platforms, Ride and Drive sections - when standing on one of these objects, the camera is no longer correctly interpolated and we're back at 60fps. It is also worth noting that setting the newly added Inteprolate bool on Ultimate Character Locomotion to false also cancels the fix.
At first, it may sound like we can make do with this limitation, but my intention here is to prove that we can't. For an asset with "Ultimate" in its name, it turns out that many mechanics from iconic games cannot be reproduced without limiting the framerate.
For example, take the amazing boat chase at the opening of Uncharted 4 :
I'm currently trying to replicate this mechanic with Ultimate Seating Controller, the basics do work and I know I can get there eventually, but I can't release a game containing that without either locking the framerate to 60 or expecting players to accept a huge frame drop !
Same for the funny mine cart section from Resident Evil 4 Remake, it can't be properly reproduced !
And moving platforms from most 3D platformers, take Super Mario Galaxy :
Or hell, every open world game like GTA that allows you to get in and out of all sorts of vehicles !
Many games that released decades ago run perfectly well on a 300hz monitor, I can't think of many PC games today that are released with a 60fps lock, the most famous example would be FromSoftware games like Dark Souls, but still it's a big company that makes renowned games so they can more easily get away with it, for small indies like many of us here having this limitation doesn't help us at all, since our games usually have smaller scales and limited graphic quality the last thing we need and the players are expecting is for our games to not run smoothly ! I mean you've all heard about games combining bad graphics with bad performances and getting mocked and badly reviewed as a result, right ? Well if you don't mind me saying so we're facing a similar problem here !!
So please dear Opsive devs, I hope you understand the urgency of the situation, I don't expect you to solve this issue overnight but you absolutely need to make this your number 1 priority right now ! I am available for testing if anybody asks, and invite anyone on this forum who may have an idea on how to fix this problem to share their thoughts. Thanks for reading.
UCC 3.0.10 introduced a much need camera interpolation fix that made the camera actually smooth on high framerates - until that point, it always felt like playing at 60fps even on a 300hz monitor. However, this fix is not complete and faces a severe limitation, which is moving platforms. More specifically, objects on the MovingPlatform layer and rigidbody platforms, which include driveable and rideable objects. You can see this for yourself in the demo scene in the Moving Platforms, Ride and Drive sections - when standing on one of these objects, the camera is no longer correctly interpolated and we're back at 60fps. It is also worth noting that setting the newly added Inteprolate bool on Ultimate Character Locomotion to false also cancels the fix.
At first, it may sound like we can make do with this limitation, but my intention here is to prove that we can't. For an asset with "Ultimate" in its name, it turns out that many mechanics from iconic games cannot be reproduced without limiting the framerate.
For example, take the amazing boat chase at the opening of Uncharted 4 :
I'm currently trying to replicate this mechanic with Ultimate Seating Controller, the basics do work and I know I can get there eventually, but I can't release a game containing that without either locking the framerate to 60 or expecting players to accept a huge frame drop !
Same for the funny mine cart section from Resident Evil 4 Remake, it can't be properly reproduced !
And moving platforms from most 3D platformers, take Super Mario Galaxy :
Or hell, every open world game like GTA that allows you to get in and out of all sorts of vehicles !
Many games that released decades ago run perfectly well on a 300hz monitor, I can't think of many PC games today that are released with a 60fps lock, the most famous example would be FromSoftware games like Dark Souls, but still it's a big company that makes renowned games so they can more easily get away with it, for small indies like many of us here having this limitation doesn't help us at all, since our games usually have smaller scales and limited graphic quality the last thing we need and the players are expecting is for our games to not run smoothly ! I mean you've all heard about games combining bad graphics with bad performances and getting mocked and badly reviewed as a result, right ? Well if you don't mind me saying so we're facing a similar problem here !!
So please dear Opsive devs, I hope you understand the urgency of the situation, I don't expect you to solve this issue overnight but you absolutely need to make this your number 1 priority right now ! I am available for testing if anybody asks, and invite anyone on this forum who may have an idea on how to fix this problem to share their thoughts. Thanks for reading.