You were the one that explicitly said the word “jerky” in our games yesterday! The current public build sucks balls compared to what it used to be, and I’ve had constant, document conversations with people everywhere talking about this online, but the extent to which you were talking about implied a really big issue with it, to the point where you even changed the blitter, an option you shouldn’t touch in any real end user circumstance at present. That’s why I’ve been majorly confused about your situation.
And FYI this build has been fucking me over constantly too with recent exacerbations of input drops and a devolving experience vs WiFi users. The same things that they fixed early on were what they reintroduced for some reason, and I’m glad they’re removing them.
I never said the games were jerky. I said I was getting screen tearing when I tried any of the blitter options that weren’t the “Soft” option. I’m not sure where I would’ve even used that word because “jerky” doesn’t really describe any of the expiriences I’ve had with FC2 so far. It’s been pretty great outside of the select few issues I’ve brought up.
Either way that’s a totally seperate issue from the Desynch issue that I’ve brought up multiple times here. I’m not sure how the two correlate. I simply asked if the Desynch issue was solved and I feel like you’re being a tad defensive over it instead of just saying yes or no.
Because that jerk has been contributing to desyncs lately too. In any case if that’s the question, then yes, that’s being worked on too. I don’t think they’ve been ultimately eliminated, but it’s better than before.
Here’s a more quantitative list of changes from the developers:
- new renderer completed, no known bugs (please report any)
- 1f less input lag in windowed (on par with fs, I'd say), RN reported no tearing
- fullscreen as good as always, RN reported no tearing
- new "borderless windowed" option, aimed at streamers or ppl that want to focus to other apps while in FS, without desync (haven't tested much tho)
- new vsync, can be enabled in windowed or fullscreen (adds 1f of lag), doesn't interfere with netplay
- stable 60fps loop, no more dropped inputs, getting perfectly stable 60fps rendering in win10 (RN to provide graphs)
- removed frameskip, which surprisingly was the cause of many problems, including slow fps in mashing (surprised @Arczer can now do runahead :exploding_head: )
- removed alt netcode, there's no need for that anymore```
My immediate response was:
But I can safely attest to its power. It’s really great.
A take I have been seeing pop up recently is that if Darkstalkers ever gets a new game (it probably won’t) it needs to be a m-rated game with fatalities like Mortal Kombat and with realistic graphics done in the RE engine.
I don’t mind the M-rating, but I think Darkstalkers with all the gore of MK would be weird. There was some but it was never a focus and even then it was cartoony.
Look, for all the problems that MVCI had, I’d say one of the bright spots was their implementation of Jedah. Everyone said he’d be nigh impossible to really do without jacking up the rating or some shit but he was nigh perfect in MVCI. Sure they had to go with Purple Stuff instead of Red Blood but otherwise they did a great job with him.
So the random takes people have of DS not being able to be done without an M rating due to all the body horror need to take a hard left.
Yeah, I don’t need some super graphic Darkstalkers game but a faithful re-imagining of the original sprites would be nice. Keep the game bloody and the violence cartoonishly exaggerated.
That being said… I also wouldn’t mind an M Rated Darkstalkers that really leans into the horror.