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[Game/Graphics] Jak 1 - 150FPS Mega Issue
Describe the Bug
After the 150FPS patch I've spotted a few aspects of the game being sped up and while there is already an issue open for one such problem (#1492) I think a mega issue where we can all contribute what we've spotted would be useful.
Aspects currently sped up or altered in >60FPS modes:
- [ ] Character eyes blinking outside of cutscenes, animation speed not frequency
- [x] Jak idle wind animations? (was possibly fixed and regressed, on rechecking it looks correct)
- [x] Pause menu animations (flashing arrows, power cell animations)
- [x] Snowy Moutain gondala (#1503)
- [x] Boat to Misty Island (#1503)
- [x] Walk speed after roll jump (#1492)
- [ ] Mist particle spinning on Misty Island (mist below platforms to the right just past the entrance)
- [ ] Zoomer stuff? (some fixed by #1661)
- [x] Jak damaged flashing effect
- [x] Low eco meter flashing effect (#1634)
- [x] Volcanic Crater powercell in metal box difficult to hit with yellow eco (#1524)
- [x] Seagull flight (#1607)
- [x] First person camera
- [x] Blue Eco launch pad falling animation and camera rotation speed (#1634)
- [ ] Mood lighting (flashing/pulsing lights)
- [ ] HUD zoom in/out animations (first person boarders, L2 progress overlay)
- [ ] Boggy Swamp tar platforms descend slower and higher FPS (possible lead at rigid-body.gc#L452)
- [ ] Butterfly wings when landed
How To Reproduce
Boot game on a high refresh monitor and observe listed issues.
Expected Behavior
For listed aspects of the game to maintain the same speed as if it were running at 60FPS.
Operating System
Windows 10 21H2 (shouldn't be OS specific)
OpenGOAL Version
Release
Game Version
NTSC 1.0 (black label)
When climbing Snowy Moutain the gondala goes up in 3x speed.
When climbing Snowy Moutain the gondala goes up in 3x speed.
Sounds like a feature to me!
When climbing Snowy Moutain the gondala goes up in 3x speed.
Sounds like a feature to me!
Same effect happens on the boat to misty island, I suggest renaming the boat to jet XD
https://github.com/open-goal/jak-project/issues/1524 probably both 150fps issues
Now that we have a high fps tag, wondering if there's use in keeping this mega issue updated with new findings. The idea was to centralise these issues but most are creating their own issues and to add those here would be duplication.
The Blue Eco launch pad falling animation plays at the wrong speed (too slowly) when running at 150fps. The camera rotation speed when falling is also way too fast when compared with 60fps. Tested this in Boggy Swamp if that matters.
I think the zoomer still has some 150fps issues, turning still feels slower to me.
I've been trying to run two instances simultaneously for direct comparisons because they both take the same controllers input but something's causing them to diverge. Would have been useful to have 60FPS side by side with 150FPS to spot differences with input.
Current divergence happens with both running identical settings so the controller polling must be nondeterministic or they're stepping on each others toes.
I think the zoomer still has some 150fps issues, turning still feels slower to me.
I've updated the issue but it's difficult to judge differences without having them side by side driven off of identical output. TAS tools would help in this regard.
It could very well be lag.
It could very well be lag.
That's probably it, the lag wouldn't be consistent between the two instances so the polling rates fluctuate
The 'tar' platforms in boggy sink slower at higher framerates (the square platforms). I tried adjusting the rigidbody code around here https://github.com/open-goal/jak-project/blob/master/goal_src/jak1/engine/common-obs/rigid-body.gc#L452 but while it seemed to help, it ended up messing up the pontoons in rock village a little. Not sure what the fix is.
The 'tar' platforms in boggy sink slower at higher framerates (the square platforms). I tried adjusting the rigidbody code around here https://github.com/open-goal/jak-project/blob/master/goal_src/jak1/engine/common-obs/rigid-body.gc#L452 but while it seemed to help, it ended up messing up the pontoons in rock village a little. Not sure what the fix is.
Added to mega issue.
Hmm, if adjusting sim speed/frequency of that function effects other objects then some other values that interact with it must need to be adjusted also. I don't have experience with LISP so I'm finding it hard to spot anything.
The turning with the Zoomer is definitely different between framerates. If you set the framerate to 60 and then try drifting in a circle by holding L1/R1 and X, you'll go in a super tight circle around 1.5m in diameter. However, if you set the framerate to 150fps, you'll turn so slowly it's more like 10m in diameter. (using v0.1.22)
Any updates on if the zoomer will get anymore fixes for high frame rates?