![]() I'll load this game onto my gaming rig (currently on a less powerful laptop that I use for 'simple games') and test out my theories of FPS affecting combos/streaks/ease of training.Īnother thought on FPS for mouse movement: does lower fps mean lower mouse movement in training like ranger/soulcery/defense. Thus a better CPU means less performance issues for training with high speed projectiles. The game has a HUGE CPU load (due to all the cpu specific calculations little actual gpu calculations/rendering). People who dislike a certain training area may be due to low fps which translates to lower reaction time.Ĥ. Double magic apple issue is caused by low fps delta time scaling.ģ. With less fps, then there is greater time between frames, which increases the distance a projectile must travel each frame, meaning reaction time is less effective for things like melee stars.Ģ. Higher FPS means more accurate positioning information, making it easier to achieve higher combos more easily. People with high scores, do you have good CPUs?ġ. Those who hate a particular training area, what is your fps in that area?Ĥ. Those who encounter the double magic apple issue (two apples hitting at the same time), do you have low fps?ģ. ![]() Those who have high combos/streaks (400+), do you also have high fps?Ģ. I play at 20FPS (laptop), so I wonder if this has any affect on the calculation of objects.ġ. In SGTime, one of the variables is "MinFPS" which is set to 30fps. It is a waste of cpu power for a fast moving object.) PS: I play on "fast graphics", which imo should disable tweening. (Basically, every single projectile is being tweened every single frame of movement. IMO, with objects moving so fast in training, the tweening function seems like a waste of CPU/memory. However, what I did discover is that every projectile in the training undergoes tweening (animation path adjustment between two points). I looked at the projectile code to see if I noticed anything that might cause the magic apple issue, but I don't see any issues. It then tweens which "draws the animation" of the projectile between two points. Then it takes the time passed and multiplies it against the projectiles speed before transforming the result into a new location. The game uses Unity's time class for projectile movement, which uses your frame rate to calculate the time that has passed between frames (delta time). Since this is a Unity game, you can use dnspy on it's dll files (game data / managed / assembly-csharp) to see their code. This method allowed me to reach 400+ faster and more frequently, allowing me to see more of the higher difficulty and sloooooowly acclimate to it.īut I'll agree that the normal apples in particular were WAY too fast! The normal apples become ungodly past 400-combo, and if they persist for too long rest assured you gonna need to use both hands to keep up, so just start using both hands for the normal apples as soon as you reach the last stretch. This is just a guideline, however, and you shouldn't adhere to this distribution too stritcly, otherwise your movements will lock up when you needed the flexibility for a reflex save. Normal apples and bronze chakrams for your dominant hand, Pupset and magic apples for the other. The protip I have is to have a hand on the WASD and another on the arrow keys, and split tasks. Melee used to to be my below-average stat, but by the time I finally got the combo medal that I had missing it was my highest stat even surpassing defense!! ![]() Just last night I managed to hit a combo of 608 and immediately quit training melee, lmao when that happens its almost impossible to get them both without getting hit and that i think is a bit unfair. I found it pretty strange but for some reason at the magic apples section there came 2 apples at once! Yes this sounds crazy and sounds like i just see strange things but i swear that it happens atleast 8 times for me. i think that the normal apple section should be the easiest because thats the first section you get in strenght training. you just have to spam all buttons in the end and hope that you dont get hit. they are so much faster then all the other things and you have no time to react and calculate. the only thing thats really challenging is the normal apples. I must admit that the throwing stars, magic apples and the puppet sections are pretty easy. i think it should be lowered to 400 or 500. From what i know almost all people found the soulmaster combo on sword the hardest one of them all.
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