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Even if this is would be a thing (that it actually works so that lower fps, less curb effect), the higher fps still gives other advantages than can make you faster, biggest advantage being less input lag, which increases accuracy of the controls.
I watched crossplay streams quite a bit during the beta weekends and I never saw any clear advantage from console players over PC, it was usually the opposite.
Anyway, if this is true, IMO it's big problem only if proven in the hands of really skilled players.
Interesting nevertheless and I would be really interestring to hear comments about this from the devs... It could be true, as that would explain why some players think some curbs are easier on xbox for example compared to PC (who run the game often on higher fps compared to consoles)
@IleleeeHere's a better demonstration of what @pet05ppl0uyv was showing in his video.
I set up the flashback so I had almost no input and hit the kerb in the same way every time, all I do is steer full left on controller.
Multiple flashbacks with unlocked and locked FPS to show consistency.
FPS is shown in the top left corner.
It's not rng. Physics are tied to FPS and it affects kerbs.
- 3 years ago
Are you actually joking Codemasters right? What the hell is this? Fix it now!
- 3 years ago
I couldn't get this to reproduce in Career or Grand Prix mode, but got it to reproduce in time trial.
My guess is that the lower FPS means your game and the server are communicating slightly less frequently, so that you're "skipping" the frame / communication where the floor of the car hits the kerb.
Might have been my error in trying to reproduce, but I think it would make sense that the "online" versions would trigger slightly differently based on communications with the server.
This is the same reason / thinking that in shooters you want to play on a server with the highest tick rate possible, same with racing games, on lower FPS / tick rate servers (my assumption is that F1's servers are 64 tick rate at most) things can often feel "random", but in actuality can be reproduced reliably if something happens "between" frames or ticks of the server. Changing the FPS of the game itself on the client side effectively just doubles how wide the gap is that the thing can occur between.
Could anyone else test in GP or Career mode who has higher FPS (mine maxes at 100 or so) to see if it's occurring offline as well, or just online?
- 3 years ago
So do you think PS4/5 players with 60hz has an advantage over PS5 players with 120hz as well? 🤔
- 3 years ago@taattor You're mixing up your things a bit. If they're on 60 FPS - yes - if they're just on a 60 hz monitor/TV - no. Difference being the system / game is producing more frames (and thus the physics interactions) than your screen can actually display, but the "stuff" will still happen on those frames since it's being produced and you'll see the effect.
It's like how the ideal way to play a shooter is at 288 FPS (minimum) on a 144 hz monitor (this is an example, there are higher refresh rate monitors and all now, so this has gone up) so there's zero possibility you'd ever miss anything, as the two may not line up exactly.
- 3 years ago
@CgSquall Very good points and thanks for the information, though I was able to reproduce it in GP mode.
Short clip here, same as my previous just in GP mode with the same car setup.
- EA_Kent3 years agoCommunity Manager
Hi everyone,
We appreciate the reports on this.
We've passed this along for a look.
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