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nunyabeesnest

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  1. Maybe I will get to creating a forum post going into detail of this matter, for all it's worth I kindly suggest to use external monitoring software such as RivaTuner Statistics Server (RTSS) or Intel PresentMon in order to observe the changes in frame rate and most importantly how the frame time graph looks like. I had also noticed the speed-up function increasing overall performance, albeit with some diminishing returns the higher the value, hence why the standard (I believe) 3.0x multiplier realistically speaking ends up being about 2.5x instead, also resulting in a more bearable presentation given the static not smooth camera. Perhaps part of that also comes from the fact so many games are using a measly 256x192 native resolution, making any bit of movement even more apparent to the eyes.
  2. God damn it! Almost reached the one year mark of zero dev blog updates; Oh well. But I am by no means complaining about what you delivered. These sprites look so much more refined and up to modern standards, great improvements shown. On another note: Do you have intentions to eventually fix the horrid performance of this ancient game engine? 40 FPS avg with mid 20s low% (those matter for "smoothness", especially camera movement) may have been decent on a decade old monitor running at 60 Hz with some really bad TN panel but since upgrading to a mid-range system and higher refresh rates became mandatory as to not chuck pills down my throat to deal with an recurring migraine, maybe a dev or two can genuinely agree with (I sure hope). I believe this applies to all games hosted here iirc, so quite a major problem to be clear
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