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Topic on Talk:Atomic Heart

If anyone else has been having stuttery distant animations (despite having anims set to max), it looks like it's something to do with "ah.Quality.TargetFPS" cvar, changing that to 0 seems to get rid of all the stutters/low-framerate issues with them for me at least.

Sadly only way I've found to change that is with the UE4 dev console, adding cvar to INI or editing games settings file didn't make it stick, there is a .pak file going around that can unlock the console though (think author is upping to nexus soon), hoping maybe a .pak to change this could be made eventually too...

(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)

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?)

ah.significance.enable=0 did seem to keep some very distant anims active where TargetFPS / vanilla disables them though, but it's not a huge deal, to me the low-fps anims were far more noticeable than any disabled ones.