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Player physics - Acceleration - Friction - Smooth movement (by Altimor)


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Posted

 

 

It only works on the player not on NPCs though.

That is the point. This is more for first-person movement I think, Player perspective matters a lot, and first person is default behavior .
Posted

We need to confirm behavior under 60 FPS, as requiring this frame rate is just silly, since most cards (even high end ones) cannot constantly maintain this frame rate (esp with lots of mods), and thus we advise users to limit FPS to under 60 FPS to improve frame behavior on high-end cards (along with vsync and triple buffering).

 

I personally cannot believe that this mod had no impact under 60 FPS until I test myself ... please join me!

Posted

In dungeons it kind of reminds me of Dark Messiah of Might and Magic movement, but I don't think it is noticeable/needed enough to actually be in my load order.

Posted

Atrimore recommended using it for 60 FPS and greater and also stated that it was only for non-standard uGrids, but he does not provide users with much detail into his line of thinking, and I am inclined to think that he is not entirely sure himself with all of the projects he has going :P

 

Best way to determine is to test ourselves, so hoping others jump in!

Posted

We need to confirm behavior under 60 FPS, as requiring this frame rate is just silly, since most cards (even high end ones) cannot constantly maintain this frame rate (esp with lots of mods), and thus we advise users to limit FPS to under 60 FPS to improve frame behavior on high-end cards (along with vsync and triple buffering).

 

I personally cannot believe that this mod had no impact under 60 FPS until I test myself ... please join me!

I stand corrected: This mod really does require 60 FPS to work properly. At least lower frame rates present a sense of running hard and getting nowhere. Looking up or down restores the sense of fast movement, but looking straight ahead causes this "motion lag".

 

This mod has a great idea, but it is impractical for STEP, due to the engine limitations and the need to control graphic glitches in higher-end graphics (although cards that will always exceed 60 FPS, regardless of the GPU workload would benefit from this mod, since frames do not need to be capped ... not sure if that is even possible with a heavily-modded game even with the best cards around).

 

There is a pretty advanced discussion of physics behavior in jMonkeyEngine3 ... I am guessing that Skyrim engine limits these kinds of compensations ... ?

Posted

Atrimore recommended using it for 60 FPS and greater and also stated that it was only for non-standard uGrids, but he does not provide users with much detail into his line of thinking, and I am inclined to think that he is not entirely sure himself with all of the projects he has going :P

 

Best way to determine is to test ourselves, so hoping others jump in!

I thought I'd read somewhere that it's a bad idea to play Skyrim at > 60 FPS because of engine limitations and timescale/physics. Can anyone here confirm or deny this?

Posted

Atrimore recommended using it for 60 FPS and greater and also stated that it was only for non-standard uGrids, but he does not provide users with much detail into his line of thinking, and I am inclined to think that he is not entirely sure himself with all of the projects he has going :P

 

Best way to determine is to test ourselves, so hoping others jump in!

I thought I'd read somewhere that it's a bad idea to play Skyrim at > 60 FPS because of engine limitations and timescale/physics. Can anyone here confirm or deny this?

 

Very much higher FPS may cause weird physics.
  • 3 months later...
Posted

After doing some testing, I can confirm that there are no longer any frame rate glitches for

 

Try fast left/right movements in both first and third person view and compare with/without the mod active.

 

This mod adds a bit of inertia where it did not exist previously. In other words, stopping, starting, changing direction, going uphill/downhill include some degree of momentum where it would otherwise not exist. This translates into a slightly more realistic experience, but I also found myself feeling as if I were in a dream and trying to move or run and being somewhat restricted at times.

 

I will need to play with it active for an hour or two and then deactivate to see just how my movement is impacted. Then I will be able to make a final judgement. ... will I feel 'freed' or will I feel unrealistically 'reactive'?

 

My first impressions are good.

 

 

  • 1 month later...

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