Results 42 comments of sinisterseed

In that case, I suppose it'll be worth reviewing and updating the wiki to reflect these findings, as its 60fps cap recommendation clearly doesn't fix what it's supposed to do,...

> On the contrary, the idea is to not rely on something in the Debug tab, so Force CPU Blit isn't the solution, it's just something that works. Perhaps. My...

> PS3 Native can fix some bugs, but it does affect the performance, therefore 60 fps framelimit is still superior imo. Unless there have been changes since I filed this...

> I tried to do a playthrough with the 60 FPS limit and every 3rd loading screen was infinite. PS3 Native made it rarer but every 5th loading screen was...

I don't think that's the cause of this, and it also doesn't seem to be specific to OP4 either. I've had this happening to me in mods way more times...

> Edit: The same issue occurs on HL as well, this issue is not specific to Opposing Force: Yes, as I mentioned in my other comment, it's an engine issue,...

> Replying to https://github.com/ValveSoftware/halflife/issues/3942#issuecomment-3219740448 That's some very useful insight, much appreciated. I could swear the framerate cap for the ropes was lower, though, I recall revisiting OP4 a few years...

> Half-Life 1 base was initially limited to 72 fps by default on Steam and won version, but then in the 2010-2011 Steampipe update I think they changed it to...

> Yes, I remember playing it when it came out on Steam in 2004 and the game was limited to 72 fps by default in addition to having forced vsync...

> > Replying to https://github.com/ValveSoftware/halflife/issues/3942#issuecomment-3239188496 > > But I played the first versions of Steam and the Won version too, and the game was limited to 60fps, that is, 60hz,...