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Hard to get on spagonia's sidewalk when playing at 144fps

Open Furosukki opened this issue 9 months ago • 2 comments

Validation

  • [x] I have checked the Issues page to see if my problem has already been reported
  • [x] I have confirmed that this bug does not occur in the original game running on original Xbox 360 hardware

If you have DLC installed, please specify which ones you have.

  • [x] Apotos & Shamar Adventure Pack
  • [x] Chun-nan Adventure Pack
  • [x] Empire City & Adabat Adventure Pack
  • [x] Holoska Adventure Pack
  • [x] Mazuri Adventure Pack
  • [x] Spagonia Adventure Pack

If you have mods enabled, please specify which ones you have.

Provide a list of your enabled mods in Hedge Mod Manager here. You will not receive support for issues caused by mods. Hatsune Miku over chip

If you have codes enabled, please specify which ones you have.

Provide a list of your enabled codes in Hedge Mod Manager here.

Describe the Bug

When trying to walk into this specific sidewalk in spagonia with the framerate set to 143fps, Sonic will collide against the edge for a while before being able to walk on it.

Steps to Reproduce

Steps to reproduce the bug:

  1. Go to the spagonic sidewalk on the right from the hub entrance, next to Elio and Lucia. Set the framerate to 143fps or similar
  2. Try to walk over the sidewalk

Expected Behavior

Should be able to walk on the sidewalk just fine. Didn't. Immersion ruined. Refunded.

Footage

https://github.com/user-attachments/assets/89780120-89ca-406f-827b-e1126f73a0d2

Specifications

Fill out the following details:

  • CPU: Ryzen 7 5800x
  • GPU: Nvidia 4070 ti super
  • GPU Driver: NVIDIA 572.70
  • OS: Windows 10
  • Version: 1.0.2

Additional Context

Provide any other context about the problem here.

Furosukki avatar Mar 10 '25 21:03 Furosukki

This is because the character proxy has a smaller timestep and it's small enough to not step over the small bit of collision. Might be a very tough fix without changing how the game's character is updated.

DarioSamo avatar Mar 10 '25 22:03 DarioSamo

This is because the character proxy has a smaller timestep and it's small enough to not step over the small bit of collision. Might be a very tough fix without changing how the game's character is updated.

can the character movement logic be locked at 60fps, but the 'visual' elements such as the camera movement and the character animations be uncoupled and be rendered as fast as possible? I imagine that it might look jittery as the character position will not be updated every frame

ccarmatic avatar Oct 09 '25 18:10 ccarmatic