Arx Libertatis Bug Tracker
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CLOSED  Bug report #856  -  Rune draw detection is framerate dependent
Posted Jun 26, 2016 - updated Apr 25, 2017   Shortlink: http://arx.vg/856
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0
Votes
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icon_info.png This issue has been closed with status "Fixed" and resolution "RESOLVED".
Issue details
  • Type of issue
    Bug report
  • Status
     
    Fixed
  • Assigned to
    Not assigned to anyone
  • Progress
       
  • Type of bug
    Not triaged
  • Likelihood
    Not triaged
  • Effect
    Not triaged
  • Posted by
     Guest user
  • Owned by
    Not owned by anyone
  • Estimated time
    Not estimated
  • Category
    Not determined
  • Resolution
    RESOLVED
  • Priority
    Not determined
  • Reproducability
    Often
  • Severity
    Not determined
  • Targetted for
    icon_milestones.png Not determined
  • OS
    icon_customdatatype.png Not determined
  • Architecture
    icon_customdatatype.png Not determined
  • Fixed in
    icon_customdatatype.png Arx Libertatis 1.2-dev
Issue description
For example, drawing a Taar takes about 30 tries. Usually the game registers it as an Aam even if I use a long vertical line for drawing the middle part of Taar. In some cases (in which I can not see any kind of connection) it is super easy to draw Taar (maybe FPS related?).

If I use VSync, then drawing gets a little bit easier, in that case I can succeed to draw a Taar in around 20 tries. But I have immense input lag with VSync. Doing casting in interaction mode (that does not follow the mouse) helps a bit.

Also I can not draw in the last horizontal third of my screen.

I read some forums and some people blamed higher resolutions (1650+) or frame rates.
Steps to reproduce this issue
Os: Antergos Resolution: 4k Graphics: NVidia (proprietary driver)


#2
icon_reply.pngReply
Comment posted by
 Daniel Scharrer
Jul 06, 03:25
Which version of Arx Libertatis have you tried? The resolution issues should be fixed in the development snapshots, but framerate issues are still there so keep vsync enabled.

Related: Enhancement 289 - Enhance rune draw detection
#4
icon_reply.pngReply
Comment posted by
 Guest user
icon_reply.pngJul 23, 14:05, in reply to comment #2
It was a build from current git HEAD, few days before july 6th. VSync causes a massive mouse input lag, thus it is not an option for me. I will try a new build in the following days.

Daniel Scharrer wrote:
Which version of Arx Libertatis have you tried? The resolution issues
should be fixed in the development snapshots, but framerate issues are
still there so keep vsync enabled.

Related: Enhancement 289 - Enhance rune draw detection


#5
icon_reply.pngReply
Comment posted by
 Guest user
icon_reply.pngJul 23, 14:09, in reply to comment #4
Sorry, I meant 'few days before june 26th', not july 6th.

Guest user wrote:
It was a build from current git HEAD, few days before july 6th.
VSync causes a massive mouse input lag, thus it is not an option for me.
I will try a new build in the following days.

Daniel Scharrer wrote:
Which version of Arx Libertatis have you tried? The resolution issues
should be fixed in the development snapshots, but framerate issues are
still there so keep vsync enabled.

Related: Enhancement 289 - Enhance rune draw detection




#6
icon_reply.pngReply
Comment posted by
 bsxf47
Apr 25, 18:13
Rune recognition should be limited by default to 60fps in commit 10cad0c32 and in development snapshot 2017-04-25 and newer.

The issue was updated with the following change(s):
  • This issue has been closed
  • The status has been updated, from New to Fixed.
  • The resolution has been updated, from Not determined to RESOLVED.
  • This issue's progression has been updated to 100 percent completed.