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I've been having stutters in Vulkan, apparently it's Nvidia Drivers' fault, so I reverted to 512 according to this: https://www.nvidia.com/en-us/geforce/forums/geforce-graphics-cards/5/505679/regular-microstutter-in-vulkan-applications-after-/?topicPage=40
And no, that did NOT fix it. What's going on? My GPU is an RTX 2070, by the way.- Show previous comments 1 more
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Actually I didn't give any info, this problem happens in Vulkan games only and any that uses it, for example, GZDoom.
I don't think it's related to shaders, it's more like, the "frame pacing" or something is very uneven, at 72 FPS on a 75hz monitor, there's no tearing yet there's like a very slight stutter that makes it feel like playing at 50 FPS, on OpenGL though, it's completely fine.
It does persist even when restarting the game.
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Did you try messing with vid_refreshrate, vid_maxfps, and vid_vsync settings? Perhaps the application is not properly recognizing your display refresh rate (etc)?
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Yes, I did mess around with that, there seems to be no vid_refreshrate though, I think GZDoom uses your desktop to set that in the latest versions.
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It's funny how perception changes over the years. I've been replaying Bioshock in its Remastered version, and I'm surprised how bad the level design actually is. It's just a series of abstract corridor mazes that you can't really map out in your head. There's nothing that would ground them in any kind of reality, fictional or otherwise, no sense of place people could live in. It's almost like Wolfenstein 3d with cool art deco assets.
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playing Tomb Raider 2, 3 & 4, NOLF 1 & 2, Oni, Urban Chaos, at work to pass the time
Ehh, at work??
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What kind of level design should new Bioshock franchise invent? Open, connected world?
I don't think it has to invent anything, just use human architecture as a reference, and create places that look like they are lived-in. First Bioshiock was released early in X360 lifecycle, so that might explain abstract levels, but the technology is definitely there now
I guess one of the explanations for large blocky layouts could also be that there had to be a sufficient space for Big Daddies to navigate and fight.
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Well I mean it was based off System Shock initially, so I think a lot of that design comes straight back to gameplay. It's funny because I'm the weirdo who vastly preferred the last game. I like the style of Bio1 but something about it always struck me as it feeling like a chore to complete every time I've played it. You get YouTubers like the Act Man who treat it like it's an untouchable legend but I never had that kind of admiration for it.
I can agree the level design and overall layout, definitely lends a hand to this sentiment.-
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