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View Full Version : Model animation post-Titanium


Taurinus
04-01-2010, 02:15 AM
This is something that has annoyed me with both the SoF and SoD clients:

Models not directly next to my character animate correctly and with fluidity. Models right next to me appear to be exhibiting behavior that would normally mean I am lagging (graphically). They appear to be moving through their animation frames in slow motion. This isn't lag, though. If I position them so that I can see a distant model behind them, the distant model is animating correctly. The effect can be seen at any/all resolution. Titanium does not behave this way at all.

What is this? Anyone else see this type of behavior? Did SOE somehow bork the interpolation? With my luck, this is probably an ATI issue with the model format.

Anyway, thanks for reading and I'm looking forward to any insight others might be able to provide.

Burningsoul
04-01-2010, 02:48 AM
Not an issue with ATI, I'm running an nvidia 7800GS and SoF models do the same for me. Never bothered to look for a solution but hopefully someone can shed some light on it for you!

trevius
04-01-2010, 03:57 AM
I don't know, I can't say that I recall seeing the issue you are talking about. All models seem to work fine for me animation-wise in SoF and SoD. Maybe there is a certain option you have set that is causing it?

Taurinus
04-01-2010, 06:07 AM
Looks like I've found the "solution". It appears that this only happens when trying to run with vsync on. Uncapping the framerate (by disabling the vsync in catalyst control center and by setting the framerate to unlimited) shows all of the models animating correctly. However, even at 1650x1080 with maxed settings, I get screen-tearing like crazy because of the excessive framerate I am running at.

In Titanium, you can clamp your fps down to 60 and everything remains fluid.

So it appears that Sony changed their interpolation to be framerate-based instead of time-based somewhere between Titanium and SoF.

Now I just have to decide which I hate more: Weird model behavior, or screen-tearing from hell.

One last note: When running vsync, if you switch to another view (anything but first-person) the problem also goes away. Odd for certain.

trevius
04-01-2010, 08:05 AM
I don't have either of those issues, so either you still have a setting problem, or maybe it is a driver or OS or some other type of issue.

Taurinus
04-01-2010, 08:15 AM
Yea, I'm not totally ruling out a driver issue with AMD/ATI's track record in that department. I knew from the start that the problem is odd. I've tried again, this time forcing vsync + triple buffering via D3DOverride and that appears to have solved the issue to the point that it isn't a major gripe anymore.

To anyone else who happens upon this thread who might be suffering the same thing, D3DOverride is part of RivaTuner.