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(2 edits)

Thanks for this info and the detailed reports! 

Hopefully these won't be causing people too many issues until i fix them. The vsync one is strange because i literally didn't change the vsync code 🤔

The horizontal squishing is intentional, and it's based on where the pivot is in relation to the sprite center. If there's more "weight" on one side, thats the side that will lag behind.

However, currently with a centered pivot point, it does just pick the left side. I could definitely add something that when the X pivot is at 50%, horizontal stretch is symmetrical.

To be honest the misalignment isn't noticeable in a normal use case, but while playing with more exaggerated values I started seeing it and I cranked it all up to see what it was 😂

The one that was annoying was the VSync because it worked perfectly before and at first I didn't understand why the CPU usage was so high all of the sudden. Oh also, in 13.32 and before, VSync On used to limit the frames to 60 in both my monitors and now it goes to 120 in my main, but I don't know if that's related and helps tracking the issue.

Oh that makes sense, I felt it was intentional. It would be great!

Vsync has no guarantee of frame rate, only that it aligns with your monitors refresh rate - so if it can fit two frames in before your monitor refreshes, I think it does that. 

The difference between this and the previous version is that previously, when vsync was enabled, I was also limiting the FPS to 60. I removed that in case people have high-refresh-rate monitors and want to see it at 120fps.

I'm using SFML for the rendering side of things, so i might need to take a deep dive into their implementation to find out why this has suddenly gone wrong...

Oh, so that's why it didn't go up to 120 before!

I've been investigating and it seems like it's a driver problem (NVIDIA in my case) and not a SFML one. Turning off "Threaded Optimization" in NVIDIA Control Panel solved it. I guess that's a partial win 😅

Going off on a slight tangent, I've noticed the FPS determine the physics movements and I came across this article that might be helpful to make them consistent 

I hope all of this helps!

thanks very much!

Hey, great catch ! Thanks for sharing. I was opening the Demo model on two versions of rahituber, with stock settings, and seeing 10x CPU use on the newer version seemed crazy ! Threaded Optimization on Nvidia CPL reduced the difference to expected numbers. Perhaps that info would fit nicely in the "known issues" post @rahisaurus ?

Thanks, I'll add that ^^