QUOTE(kaywylee @ Jan 30 2019, 09:05 PM)
I was hoping my future Hardcore S+ runs might get a little easier with the knife's help. Still a bit worried about the 2 and half hour time limit and 3 saves maximum.
I almost wanted to go for Hardcore S+ just now, but figured I'm not versed enough to know the best route. So I tried Standard blind speed run and got S+ but just under 3 hours. If getting S+ on Hardcore requires less than 2.5 hours, then I think its best to train on Standard for the time being. Or go for exact copy of one of the many good speedruns on youtube.QUOTE(SSJBen @ Jan 30 2019, 10:40 PM)
There will be no patch because that's simply how the game mechanics is designed. It's not broken/glitch, it's just the way it is.
I don't want to get too technical because then one post wouldn't be enough to explain why the game is tied to framerate. The gist of it is that physics, animation and its properties are tied to framerate so it makes it easier to calculate and simulate the time domain in games. Now a days, most games use the approach where the engine will automatically in real-time calculate the required amount of frames to present the said animation and the physics that goes along with it.
But back in the day before we had such advanced game engines that could do its own calculation, everything needed to be hand coded and that takes so, so, soooo much time and effort to implement. That is why the approach for tying animation and physics to framerate was used instead, since you could dictate what the game's framerate is running at. So as a crude example; 60fps would mean that every 16.67ms, a specific animation activated by the player has to play out within that timeframe.
In RE2R's case, the framerate target has always been 60fps (just like RE7). The RE Engine does seem capable enough to handle random framerates well enough but only up to a certain cap (not sure what that number is without concrete testing). That is why you do not see the game running in slow motion during frame drops, but instead just judder. They also made the decision to tie an animation's property (damage in this case) so that it makes it easy to balance out all the weapons in the game, because they just need to refer to the "60fps cap".
So yeah, it's actually a very common thing.
Same here, haven't studied the optimal routes to take so haven't attempted a S+ run on Hardcore. I don't think it's very difficult, just a matter of execution and timing.
Thanks so much for the technical explanations. I do get the gist of it, its just I'm quite surprised of first time hearing of this. The more you know. I don't want to get too technical because then one post wouldn't be enough to explain why the game is tied to framerate. The gist of it is that physics, animation and its properties are tied to framerate so it makes it easier to calculate and simulate the time domain in games. Now a days, most games use the approach where the engine will automatically in real-time calculate the required amount of frames to present the said animation and the physics that goes along with it.
But back in the day before we had such advanced game engines that could do its own calculation, everything needed to be hand coded and that takes so, so, soooo much time and effort to implement. That is why the approach for tying animation and physics to framerate was used instead, since you could dictate what the game's framerate is running at. So as a crude example; 60fps would mean that every 16.67ms, a specific animation activated by the player has to play out within that timeframe.
In RE2R's case, the framerate target has always been 60fps (just like RE7). The RE Engine does seem capable enough to handle random framerates well enough but only up to a certain cap (not sure what that number is without concrete testing). That is why you do not see the game running in slow motion during frame drops, but instead just judder. They also made the decision to tie an animation's property (damage in this case) so that it makes it easy to balance out all the weapons in the game, because they just need to refer to the "60fps cap".
So yeah, it's actually a very common thing.
Same here, haven't studied the optimal routes to take so haven't attempted a S+ run on Hardcore. I don't think it's very difficult, just a matter of execution and timing.
Jan 30 2019, 11:32 PM

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