Then it's almost smooth, and you have a tiny bit of screen tearing (not really tearing but it looks like it a bit) fixed 1 cm on the bottom of your screen (more like a tiny line when you move around). The solution i have found acceptable for myself is to set gettickcount to 1 and set my monitor refreshrate to 50Hz, and my Fps cap (in stutter remover ini file, NOT in ENB or AMD settings !!) to 60Fps, If you disable the gettickcount, the camera will never go out of alignment but you get microstutter. It is most likely a Gamebryo fault, so you'd have to device a workaround for that, as in, control the position of the camera, someone like the guy from enhanced camera could probably make that happen in a fose plugin, or you might be able to edit the animations and remove the camera positioning from the animation or something like that.īeen testing stuff for a few days, FNV and FO3's Stutter remover suffer from the same problem, when (in the older version) bFi圆4Hertz = 1 or (in the latest version) GetTickCount = 1, the camera starts to drop IF your FPS is the same as your monitor's refreshrate, if they differ, the camera stays aligned at all times. It isn't related to stutter remover, cause if you limit your fps with other software then stutter remover, it works fine too. It looks to me like the animations are not completely played out and blend into the next iteration too early, but i also know that when it starts you only have to aim and move your mouse up and down and you see it drop down pixel by pixel with every move you make, and it only stops when you limit your fps again below 60, i tested it with ENB limiter, cause you can enable disable that while playing.Īlso, if you play for a while without limiter, after a while in first person you get smaller and smaller, but if you then go into 3rd person you see that the player's scale is ok, it's just that the first person camera has dropped. So making sure the FPS never reaches 60 fps would ensure it won't happen, someone said 54 fps limiter, but 56 is also good, cause every limiter has a slight variance in framerate, so if you'd set it to 58, it would occasionally touch 60 fps, and then it can happen again. What i also know is that when Bethesda's gamebryo engine goes above 60 fps, you are going to get nasty bugs in the game, every single Bethesda Gamebryo game does it. I have no solution as of yet, but i do know that the camera slowly shifts up or down (mostly down) and it seems related to the aiming animations, cause they hold camera position info for the guns. I still had a solid 60.0fps from ENBoost but still had the drift.Īny ideas? Is this mysterious 54fps backed up by something solid? Edited Januby DanielCoffey Since I knew that ENBoost also had a FPS lock, I disabled the FPS Manager of the Stutter Remover completely (bManageFPS = 0) in the hope this would resolve the issue but it did not. I have seen folks say to either disable Stutter Remover or lower its framerate lock to 54fps (which seems an unusual and somewhat arbitrary number to choose). Anecdotal evidence suggested it was something to do with the framerate lock in the Stutter Remover. The short term solution appears to be to un-equip and re-equip the weapon in the PipBoy then the sighting issue is resolved for a little while longer. Rarely the gun model drifts down but more often it drifts up. The issue is that over time, the aiming point of a weapon when sighted drifts away from the true aiming point, often to the point where it obstructs what you are shooting at. I am having the issue of Iron Sights drifting from true over time as I play (not the hand sway that you can adjust in Gun Oil) and I wondered if there was a definitive way of dealing with it?
0 Comments
Leave a Reply. |