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On high FPS (ex. 144), player and NPC pathfinding gets very sensitive to obstacles. Instead of using a valid path, the NPC keeps bumping into whatever is in front of it (playing the animation of bumping into an obstacle) until the FPS is set to a lower value.
This is most noticeable in interiors with many enemies, and in events where player movement is taken over by the game and cannot be cancelled. Without dynamically capping the frame rate (ex. with MangoHud on Linux), some missions become trivial because enemies are busy bumping into walls, and the player may get stuck walking in a scenario like buying a hotdog at a hotdog stand.
Pretty obvious issue, please close if this is a duplicate.
The text was updated successfully, but these errors were encountered:
Still reproducible in FusionFix 2.5.6 + CE when running at a steady 117 FPS. It's most noticeable with friendly NPCs which have a tendency to get stuck inside open car doors after exiting a car. You can usually nudge them with your own body by walking towards them to get them unstuck.
On high FPS (ex. 144), player and NPC pathfinding gets very sensitive to obstacles. Instead of using a valid path, the NPC keeps bumping into whatever is in front of it (playing the animation of bumping into an obstacle) until the FPS is set to a lower value.
This is most noticeable in interiors with many enemies, and in events where player movement is taken over by the game and cannot be cancelled. Without dynamically capping the frame rate (ex. with MangoHud on Linux), some missions become trivial because enemies are busy bumping into walls, and the player may get stuck walking in a scenario like buying a hotdog at a hotdog stand.
Pretty obvious issue, please close if this is a duplicate.
The text was updated successfully, but these errors were encountered: