Smoother camera rotation and translation.New unified options menu that allows changing preferences before gameplay.Official support for fan missions and fan mods.Option to switch between hi-resolution Mac assets and the original DOS assets.Rebindable keyboard/mouse/joystick commands.Higher resolution support up to 4K widescreen mode. Twenty one years after its first release, System Shock is back! Re-discover what made System Shock the first of it's kind, a ground breaking immersive sim that would inspire a generation of games to come. If you can't stomache locking the game to 30 FPS you can play the game like it was played in the 90s and abstain from using mouselook completely.For the first time ever, System Shock has been rebuilt from the original source code as a FREE update to all owners of the game! This will eliminate the microstutter and still allow you to use mouselook. You can also lock the entire game to 30 FPS and play it that way. Just remember that these versions still has the stuck enemies bug that makes the game a lot easier. For every third step(yes, literal steps) your guy takes you'll experience this disparaty as microstutter.Ī proper fix that solves both the microstutter and the stuck enemies-bug is in development but it requires a substantial engine rewrite from the lone dev who's working on SS:ED(and other games) which is why it's taking so long.įor now you can rid yourself of the microstutter by rolling back to a version prior to 1.2.16 (like 1.2.15 for example). The code that simulates player movement in System Shock was extremely complex for its time and even simulates individual steps. However, the modernity that is mouselook isn't bound to these movement restrictions so what you're seeing is the disparaty between the movement of the camera and the movement of the player. To fix this bug every entity movement in the game was locked to the original games limit of 30 FPS and since the player is a physical entity in this game it restricts the player too. Versions prior to 1.2.16 didn't have this issue but instead suffered from a bug that caused enemies to get stuck on corners. What's causing the microstutter is a very complex issue who's explanation I can't do justice but I can give you a simplified rundown. You can't remove the microstutter with any of the above aforementioned approaches because the issue is hardcoded into the engine.
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