Topic on Talk:Atomic Heart
This page shows the changes between two versions of a post by Infogram1 in the topic "Possible stuttery animation fix" on Talk:Atomic Heart.
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(cvar has to be updated while on main menu too, doesn't seem to take effect if you're in game) | (cvar has to be updated while on main menu too, doesn't seem to take effect if you're in game) | ||
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E: oh might have found an alternate way to fix it that does stick in INI: "ah.significance.enable=0", added to Engine.ini "[SystemSettings]" section (create section if it doesn't exist) | E: oh might have found an alternate way to fix it that does stick in INI: "ah.significance.enable=0", added to Engine.ini "[SystemSettings]" section (create section if it doesn't exist) | ||
The TargetFPS description mentions that it's related to significance system apparently, so I guess this significance thing is what's messing up the anims, hopefully should be fine for us to disable it, but I haven't really tested the game much with it yet. | The TargetFPS description mentions that it's related to significance system apparently, so I guess this significance thing is what's messing up the anims, hopefully should be fine for us to disable it, but I haven't really tested the game much with it yet. | ||
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+ | E2: hmm, unfortunately it seems the TargetFPS method is probably better, "ah.significance.enable=0` seemed to cause some anims to start running at low-FPS where they ran fine before (eg. the parade robot that jumps around), but with "ah.Quality.TargetFPS 0" in console he seemed to animate at 60 fine (guessing maybe his anim was authored at 30 and the significance stuff handles interpolating it up/down, and TargetFPS maybe lets it keep interpolating up to 60 without going below?) | ||
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+ | significance.enable=0 did seem to keep some very distant anims active where TargetFPS / vanilla disables them though, but that's not a huge deal, still better than seeing those ugly low-fps anims. |