Platform: Steam
Issue Type: Framerate
Game Mode: Single Player
Server Type: PvE
Map: Exiled Lands
Server Name: None
Mods: None
Bug Description:
My player character drifts in dungeons when I stop moving when my FPS is above 60.
Bug Reproduction:
Set the max FPS to 120, 144, or Uncapped. Go into a dungeon. Move the player character and then stop pressing the movement key. The character continues to slide/drift even after the key has been released.
There is no fix and there will never be at this point, too late in the development stage. It’s their botched netcode, in single player you will not see that bug.
Lock it to 60 for online (or LAN!) play.
You can make it look like 120fps (or 180fps) using Lossless Scaling app from Steam (it’s cheap, and works very well with almost no artifacts in Conan Exiles). Look like 120 doesn’t meant it’s 120 though, it will not be more responsive than 60fps (in, fact a bit less). But it will look like it, and that’s something at least.
Thanks for the suggestions, but Lossless Scaling would only “enhance the resolution”. It can’t “look” like 120hz because refresh rate isn’t about the look – it’s about the feel. Also, I’ve done quite a bit of game dev myself in many game engine, including Unreal. This is a simple issue to fix and is the result of not multiplying the movement value by delta time (time difference between each game loop). Without multiplying by delta time makes that code fame rate dependent and causes this type of issue. It appears that different movement code is being used inside dungeons vs outside. Probably because they prevent climbing in dungeons. I took a look through the forums and it looks like this issue used to happen for outside movement as well, but they overlooked the dungeon movement. I also disagree that it’s too late in the development phase as they are releasing new content (Battle Pass) part of which can and should fund quality of life bug fixes. Many other game developers do this for their games (even free-to-play) and, in my opinion, Funcom really should do right by the player base and utilize some of those funds to continue fixing bugs.
I get the same issue, but it’s not limited to dungeons.
I tend to see it mostly in the jungle. Unfortunately, that’s where I prefer to build my bases.
I’ve had to limit it to 60fps, and it ■■■■■■me off every time I start playing again.
Yeah my partner sees it as well when outside. Can’t remember if it’s in the jungle (the frame drops there have been pretty bad for a couple of ages so we don’t go as often) but it definitely happens anytime he’s near the ghost fence.
Refresh rate IS both looks and feeling. 120hz / 120 fps is twice the amount of information being displayed vs 60fps/60hz so it looks sharper, cleaner with less motion blur. Framegen helps with that, but framegen can of course not change how the controls feel, because you cannot predict player input. Frame generation is a visual enhancement which you can use when the game needs or forces a frame rate lock.
SImple fix? I guess you don’t know Funcom it is completely beyond them. Not the slightest chance, even more so right now because the real devs are working on Dune. The risk of breaking something more critical is also immense. And this bug does not affect consoles and a large portion of the playerbase is fine with 60fps on PC.
The issue does not happen only in dungeons. I can see it everywhere if I look for it, though it’s not super consistent and more visible in dungeons.
You can find posts about this as old as 2020, if not before.
Interesting. I have a small number of hours in single player and did not see that. But in multiplayer I see it everywhere, even outside dungeons. I see the OP wrote single player so I will edit my above post.
My bad on that part, it may not be network stuff then.