I would love to hear a better explanation from one of the devs about why it seems to work this way. For some reason, Clink runs easily twice as fast around the circle now, which is probably the speed he is supposed to move at, and the boss isn't so hard to beat anymore. However, by setting the monitor refresh rate to 60Hz, which was standard at the time this game originally came out that forces the render loop to 60 FPS, and is probably what the developers expected. It is very difficult to avoid the flame breath during the second phase of the fight and literally IMPOSSIBLE to get to the ball that flies out of him before he starts spewing fire again. This makes Clink actually move slower in the final battle (probably due to a vector normalization or rounding error that the developers didn't plan for). This game easily runs at 144 FPS, which means the render loop of the game executes 144 times a second. I have an Acer Predator monitor that runs at 144Hz and an nVidia 1080Ti card. Since I don't have a way to control the FPS of the game separately from my monitor's refresh rate, I can't narrow it down more than that. All I can really say is that there is something in the game engine that is tied to the monitor refresh rate and/or the FPS that the game is running at. Being a former software developer myself I can understand how and why this happened, but it's kind of hard to explain. OK, so after reading a lot of comments from various people about how easy/hard the final boss is I finally figured out what the deal is.
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