slowing down intro castle sequence?

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SkaarjMaster

enemy of time
Sep 1, 2000
4,872
11
38
Sarasota, FL
Is there any way to do this in Unreal Gold (Unreal Anthology edition)? I liked my old Unreal version where it went a lot slower and a more consistent speed.
 

GreatEmerald

Khnumhotep
Jan 20, 2008
4,042
1
0
Lithuania
Err? Open TimeDemo statistics (from Tools I think) and see if your framerate goes over 100. If it does, set your current renderer FrameRateLimit to 100. That will slow everything down to what it should be.
 

SkaarjMaster

enemy of time
Sep 1, 2000
4,872
11
38
Sarasota, FL
Do I really want this if I'm installing all the high-res S3TC textures for Unreal from the UnrealTextures web site? Right now I only have the UnrealGold and UT-GOTY edition installed from Unreal Anthology and will be working with these for a while. I think I'll be running both in OpenGL with their respective S3TC texture files.
 
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GreatEmerald

Khnumhotep
Jan 20, 2008
4,042
1
0
Lithuania
Actually, nobody knows if VSync is better to be enabled or not. General rule is to try out both and decide which you like more. Initially VSync was created to stop screen tearing, but I haven't seen any on LCDs yet. And Wikipedia points out that fast games, like FPSs, react better when VSync is off as their timer is usually based on framerate. But as you can see, in Unreal too many frames make the timer collapse (in UT2003 it might be one of the causes of the Negative Deltatime error I think). Yet having tick set at ~150 might make it stable and responsive enough. Compare to FPS of 75 - it has two times less ticks and thus has less chance to react, making it a microsecond slower.