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In terms of the look - are you talking about the textures (they seem to be changing resolution based on distance, like switches between nearest mip level). Or are you talking about something else? Also very low viewport resolution overall w/ nearest and no scaling (e.g. display must be integer multiplication of the original, letterbox integer).

Yeah, when the textures kinda snap to different mappings as you move closer and further away, but I tried Duckstation emulator with 4k and geometry fix, and it actually looks good when only the characters have a little bit of jitter and the wall/floor textures don't snap around. Low res also looks good but my game needs you be able to see into the distance clearly for far jumps. Will upload a demo after I fix some bugs.

Do you use nearest for your texture in blender and for your project? Have you tried both of those? If you have a demo project  and models, I can a look too.

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Sure, this is what I use for graphics test, but I have another problem that's kinda important lol. Why is this lagging while turning or jumping when looking at all the enemies when its clearly over 60fps? 

https://www.mediafire.com/file/p4jgumuwdtu1pu0/LookTest.c3p/file

Like turning with the arrow keys and jumping. Standing still looking at enemies, theres obv no lag. Also no lag when turning without enemies on screen.

I've tried it also with mouse movement and regular rotate angle with same result. Car behavior is actually the less laggy one lol.

Retested with more enemies at 30 fps, and its exactly the same as when its at 90+ fps lol, ZERO lag when not moving camera or jumping.

Weird, because it looks like its only the movement lagging not the animations for 3dobjects. It might be Construct's way of handling timedelta and fps?

I'll experiment and see if there's a way to smoothen camera so it doesn't look like its skipping frames. 50fps+ should be way smoother than this, maybe a motion blur can hide it.

Also have workers off so it drops fps more.

A little hard to tell, since this is a perf case, I do note that with worker animations on on Mac, I get a smooth 60fps and it looks good. It might just be scaling number of models?

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Yeah I need to test on another pc. Im getting a weird lag when it goes below 80 fps even with workers on.

https://cristo1.itch.io/fps-test

Uploaded test for anyone, Lag happens on my pc just holding right arrow and spinning camera.

I managed to get around this on my pc by making a sprite, setting it in front of the player, and lerping it while lerping 3d camera to that sprite also. Makes turning camera and looking at enemies smoother on my pc.

EDIT: This is with workers disabled BTW. With workers enabled its actually not bad at all at 60fps on my pc.

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try to recreate it and send bug report.they usually fix everything fast. i can see tiny bit lag but barely cant notice it. just use workers 

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I tested on other pc and lag was a alot better, I think its because of my refresh rate on my monitor. My other pc has 60hz rate and the the lag pc is 165, maybe the big dip from 165 to 60 make it look lag. I wish we could limit fps on Construct 3. The good news is worker mode basically fixes all the lag magically.

Also forgot that I had vertex rounding on for everything, which kills fps if I don't optimize it lol.

Right! I wish we had access to the vertex shader in C3, then we could have the GPU do all the rounding for us!