![]() It looks to me like the animations are not completely played out and blend into the next iteration too early, but i also know that when it starts you only have to aim and move your mouse up and down and you see it drop down pixel by pixel with every move you make, and it only stops when you limit your fps again below 60, i tested it with ENB limiter, cause you can enable disable that while playing.Īlso, if you play for a while without limiter, after a while in first person you get smaller and smaller, but if you then go into 3rd person you see that the player's scale is ok, it's just that the first person camera has dropped. So making sure the FPS never reaches 60 fps would ensure it won't happen, someone said 54 fps limiter, but 56 is also good, cause every limiter has a slight variance in framerate, so if you'd set it to 58, it would occasionally touch 60 fps, and then it can happen again. What i also know is that when Bethesda's gamebryo engine goes above 60 fps, you are going to get nasty bugs in the game, every single Bethesda Gamebryo game does it. I have no solution as of yet, but i do know that the camera slowly shifts up or down (mostly down) and it seems related to the aiming animations, cause they hold camera position info for the guns. I still had a solid 60.0fps from ENBoost but still had the drift.Īny ideas? Is this mysterious 54fps backed up by something solid? Edited Januby DanielCoffey Since I knew that ENBoost also had a FPS lock, I disabled the FPS Manager of the Stutter Remover completely (bManageFPS = 0) in the hope this would resolve the issue but it did not. I have seen folks say to either disable Stutter Remover or lower its framerate lock to 54fps (which seems an unusual and somewhat arbitrary number to choose). ![]() Anecdotal evidence suggested it was something to do with the framerate lock in the Stutter Remover. The short term solution appears to be to un-equip and re-equip the weapon in the PipBoy then the sighting issue is resolved for a little while longer. Rarely the gun model drifts down but more often it drifts up. The issue is that over time, the aiming point of a weapon when sighted drifts away from the true aiming point, often to the point where it obstructs what you are shooting at. Sin reckons it's got brilliant wee ants, and if that's not a sale I'm not sure what is.I am having the issue of Iron Sights drifting from true over time as I play (not the hand sway that you can adjust in Gun Oil) and I wondered if there was a definitive way of dealing with it? Grounded is available on Steam for £25/€30/$30, and the Xbox Games Pass. Otherwise, expect to hop in when the November update arrives sometime next month. As with most Microsoft joints, you'll need to be an Xbox Insider - with full instructions for jumping in over on the Grounded Insider Flight page. ![]() If you feel like getting your feet wet, you can pop into the pond right now via the game's public test server. Of course, there's also a more general selection of fixes visible over on the official patch notes. Backpacks dropped while submerged will float to the surface, while waterborne structures will drift back ashore over time. The update also comes with a raft (hah) of features and fixes to help adapt the game to more nautical play, new materials to pick up in the deep, and new loot to scrounge up. Tadpoles and Water Boatmen provide more passive companions, while the existing water flea has been riled up into a more hostile form. Diving Bell Spiders are a cruel reminder that not even water can save you from eight-legged freaks. Survive and take down one of these brutes, and you'll be able to fashion new armour out of its skin, Monster Hunter style. Koi may seem fairly chill from our regular human scale - but at a few millimetres tall, they're deadly, shark-like beasts. Naturally, the headline act of the Koi Pond update is the fabulous fish itself.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |