#Tentacles disappear when outside of 16:9 aspect ratio
1 messages · Page 1 of 1 (latest)
Even on a 16:9 monitor it happens, its not due to the aspect ratio as before that you could see a feeler at the edge of your screen. It’s due to gtfo’s culling system unloading the scout whenever you dont look at it, @wooden nebula do you snow a fix?
I don't know how this game has such an aggressive culling system and still runs so bad sometimes lol
Welcome to Swedish engineering lmao, it full on despawns light fixtures if its supposed to be dark
Though TBF, it runs great on low end hardware, just got a low ceiling in terms of performance
it's just very jarring to go from 142fps to 70fps in an instant with this game sometimes
Unity moment
Frfr, though if im gonna be honest above 60 and it doesn’t really matter
There is an in-game lights budget. Tiles are supposed to be made with this budget in mind. If there are too many active, your flashlight may not work and the game will shut off other lights present to stay within the budget. The intended effect when below the budget can be observed in R1D1/R5D1: walk to the first alarm room backwards towards the spawn elevator. The lights should gradually fade out instead of rapidly turned off
i was just thinking about E2 ngl lmao
The culling system is super aggressive, you are correct. One of the issues is Galaxy Bug (also called Void Bug). This is because the game can interpret you in the wrong tile when you turn your camera, and cull the entire room for up to several seconds before it realizes you aren't. This is fixed with GalaxyBugFix
The Scout tendrils issue is something I am aware of... and I think it's related to a currently unpatched issue with the player camera's frustum data. It still happens even with GalaxyBugFix installed, and the most recent discussion on it is that patching it at runtime would likely be very costly on performance due to running every frame
you aren't in a door crossing (transition to another room) section which can also exhibit the same symptoms if the game decorations aren't allocated properly. This can also be observed in R5D1 open divider to the starting alarm room if you turn around at certain angles, the wall itself and nearby props will vanish and you will see the void beyond, even with GalaxyBugFix. This has to be fixed in Unity