Most Wanted is 60fps smooth after the last patch on not-a-Titan hardware.Originally Posted by Poetic.Injustice
Most Wanted and Hot Pursuit are both at 60 fps. Though Most Wanted barely gets there.
*here all night*
Chasing 60FPS+ on everything is impossible (or at least, impossibly expensive). Have fun maxing out beasts like Crysis 3 or unoptimised junk.
[edit] I'll lock the game at 24FPS so it's like watching the new movie in advance (I'm sure someone's said that already).
NFS14.exe -GameTime.MaxSimFps 60
http://i.imgur.com/6tMHi42.jpg
Can anyone confirm? this is just what I need to buy the game.
It works, but it breaks the physics. The game runs 2x faster.Originally Posted by HeLLKnight
I read in another forum you can use this command to get 60 FPS on PC:
NFS14.exe -GameTime.MaxSimFps 60
http://i.imgur.com/6tMHi42.jpg
Can anyone confirm? this is just what I need to buy the game.
Bit OT but is there a place on GAF where I can ask if a PC is worth buying for gaming?Don't really want to start a new thread for it.
http://www.neogaf.com/forum/showthread.php?t=600246Originally Posted by TechnicPuppet
Seems crazy to me.
Bit OT but is there a place on GAF where I can ask if a PC is worth buying for gaming?Don't really want to start a new thread for it.
?
I can answer that question here, yes without a doubt. It's probably the first generation where buying a high-end PC is justifiable compared to subsidized consoles.Originally Posted by TechnicPuppet
Seems crazy to me.
Bit OT but is there a place on GAF where I can ask if a PC is worth buying for gaming?Don't really want to start a new thread for it.
By the time that happens, I'll have moved on to the next NFS. Plus, most people won't have rigs power enough to take advantage so it's a moot point. It's about optimization not raw computational power, and this game is plenty sufficient on consoles with the added benefit of a couch and controller, thank you.Originally Posted by nogoodnamesleft
Thing is, the game will eventually be unlocked to run at 60.
The console version never will
Also max settings on top end pcs
Also 1440p
Nice troll though.
Never claimed they were.Please explain why the console versions will be better.
That's great thanks.
Sorry I was meaning would a specific PC be worth buying. I Needs my strategy games which I don't think consoles will ever be much use for.I can answer that question here, yes without a doubt. It's probably the first generation where buying a high-end PC is justifiable compared to subsidized consoles.
If command line parameters work I will try more of them. I saw a kind of fixedtick into memory.
Someone can try with
GameTime.UseWaitableTimers
GameTime.ForceDeltaTime
GameTime.ForceDeltaTickCount
GameTime.ClampTicks
GameTime.VariableSimTickTimeEnable
GameTime.ForceUseSleepTimer
GameTime.ForceSinglePlayerFixedTick
GameTime.TimeScale
Network.TimeSyncEnabled
Render.BuildJobSyncEnable
Vars.physics-client-sim-free-ticks
Ant.AllowVariableTickLength
In fact, all game with fast action need to be 60 FPS.
just because YOU dont have the power, doesnt mean others dont.Originally Posted by breakfuss
. Plus, most people won't have rigs power enough to take advantage so it's a moot point. It's about optimization not raw computational power, and this game is plenty sufficient on consoles with the added benefit of a couch and controller, thank you.
.
and just because YOU dont game on pc on couch with controller, doesnt mean others dont.
i do both these things, as many on here im sure do also. 30fps or not, unless the port is completely broken ala saints row 2, the pc version will always be the superior version.
Played with these for a while. GameTime.TimeScale seems to scale weather effects. So for example if I set TimeScale to 10, all trees will shake like mad and the dust on the road moves extremely fast.Someone can try with
GameTime.UseWaitableTimers
GameTime.ForceDeltaTime
GameTime.ForceDeltaTickCount
GameTime.ClampTicks
GameTime.VariableSimTickTimeEnable
GameTime.ForceUseSleepTimer
GameTime.ForceSinglePlayerFixedTick
GameTime.TimeScale
Network.TimeSyncEnabled
Render.BuildJobSyncEnable
Vars.physics-client-sim-free-ticks
Ant.AllowVariableTickLength
Ant.AllowVariableTickLength doesn't seem to do anything, tried to set to 0 and 1. Can't figure out what other commands do.
"Most people don't have Bugatti Veyrons, so therefore how fast you can go in yours isn't important!"Originally Posted by breakfuss
Plus, most people won't have rigs power enough to take advantage so it's a moot point.
That isn't added over the PC version. That's just as possible on the PC, where you decide to plug in your PC and what you use to control it is up to you. I wouldn't say "My PC has the added benefit of a couch" if I chose to plug my consoles into a computer monitor at a desk but plugged my PC into my TV.and this game is plenty sufficient on consoles with the added benefit of a couch and controller
DeltaTime is what games use to figure out how long it's been since the last frame update, so that when they apply physics, counters and such, they do so at a framerate-independent speed.Originally Posted by TheDefinitionOfInsanity
Played with these for a while. GameTime.TimeScale seems to scale weather effects. So for example if I set TimeScale to 10, all trees will shake like mad and the dust on the road moves extremely fast.
Ant.AllowVariableTickLength doesn't seem to do anything, tried to set to 0 and 1. Can't figure out what other commands do.
I'm not sure if the DeltaTickCount would be forcing how often DeltaTime is called, or just telling the game it's been a fixed amount of time since the last frame update, but still calling it the same amount of times, though. I'd guess the latter...
I wouldn't surprised if the game varied between 30 and 60 on PS4 and XB1 if they just allowed it too (or XB1 holds back PS4 along with last gen, whichever.)Originally Posted by MrCunningham
I guess next gen consoles are still holding back PC gaming.
And I always felt it was more that consoles raised the bar for PC, they were going to be held back but not by as much as before.
Someone can try with
GameTime.UseWaitableTimers
GameTime.ForceDeltaTime
GameTime.ForceDeltaTickCount
GameTime.ClampTicks
GameTime.VariableSimTickTimeEnable
GameTime.ForceUseSleepTimer
GameTime.ForceSinglePlayerFixedTick
GameTime.TimeScale
Network.TimeSyncEnabled
Render.BuildJobSyncEnable
Vars.physics-client-sim-free-ticks
Ant.AllowVariableTickLength
Maybe there are more commands than this list? Where did you took it?
Just like they unlocked the framerate in FFXI. Oh, wait... it took 11 years and made the animations look ridiculous.Originally Posted by nogoodnamesleft
Thing is, the game will eventually be unlocked to run at 60.
The console version never will
Also max settings on top end pcs
Also 1440p
Nice troll though.
http://www.youtube.com/watch?v=ju9de_wYlIc
They seem to be using Time-per-frame as the game speed doubles when it runs at 60fps.
It has a slow motion feeling when the frame drops. A friend of mine sent me this a couple of minutes ago and he says that when the frame drops instead of getting chopped frames or lags, the game slows down. related maybe?Originally Posted by Blizzardsc
This guy managed to get it to run at 60fps:
http://www.youtube.com/watch?v=ju9de_wYlIc
They seem to be using Time-per-frame as the game speed doubles when it runs at 60fps.
http://www.youtube.com/watch?v=lYUP-ZEOFso
LOL what the hell? This should be running at 60fps on PS4, it's an inexcusable to have this mess.Originally Posted by Blizzardsc
This guy managed to get it to run at 60fps:
http://www.youtube.com/watch?v=ju9de_wYlIc
They seem to be using Time-per-frame as the game speed doubles when it runs at 60fps.
What the fuck...Originally Posted by Blizzardsc
This guy managed to get it to run at 60fps:
http://www.youtube.com/watch?v=ju9de_wYlIc
They seem to be using Time-per-frame as the game speed doubles when it runs at 60fps.
It's a Frostbite game. They really did lock it for the online experience, huh.
/s
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