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grapemask's avatar
3 years ago

30fps frame lock on in-game cinematics needs removal or rework

The game looks like a stuttery slideshow during in-game cinematics, but the fps counter reads 30. The better your system and the higher your typical framerate, the worse these in-game events look. This will become more apparent to more people as more of the performance issues get fixed and more people are playing at higher framerates.

What's causing it? Well, it's simple - each second, the game renders 30 frames and then stops until the next interval begins. If you have a system that averages 120 fps, that means on average you hit the frame lock in the first 250ms, then the frame freezes and you wait 750ms for the next one. This makes the cinematic look both smooth and choppy at the same time.

I'm not sure why they're locked to begin with - maybe the intent was to make cinematics look better by keeping fps uniform. That's fine. But this approach makes them look far, far worse than they would if frames fluctuated.

If keeping the frame lock, a better approach would be to defer display until a full second of frames has been rendered, then select 30 from the range. Or use a filtered measure of current performance and sample frames at an estimated rate. Or literally anything but what it does now.

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