Inconsistent frametimes, & the effect they have on the readability of animations.

  • For those not familiar with frametimes, here is a definition:

    Frametime is, technically, how long it takes to render a frame. In the real world this also translates to how long each frame is on your screen. It’s inversely tied to refresh rate. At solid 60 FPS, every frame will be 16.6666ms long.

    Inconsistent frametimes can make games almost unplayable, even at a high stable framerates. & are probably the cause of most stutter in games.

    In Chiv you are trying to read animations, so a stable frametime is very important.

    Basically… I would prefer to play a game at 30fps with rock solid frametimes, than 120fps with frametimes all over the place.

    The in-game framerate limiter in Chiv outputs quite inconsistent frametimes. This can make the animations much harder to read, as they can appear to speed up/slow down, stutter with frametime fluctuations.

    If you use RiverTuner Statistics Server to cap the framerate, the frametimes are very stable. However this adds one frame of input delay (~16ms at 60fps/~8ms at 120fps).

    It would be ace if the in game framerate limiter outputted rock solid frametimes in Chiv 2.

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