#Chainstorm, the framerate destroyer (Quest 2)

1 messages · Page 1 of 1 (latest)

lucid flume
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From what I have seen so far, the chainstorm has some effect when it's shots hit a target. On Quest 2, if the effects of at least 2 chain storms directly in front of you your framerate plummets. I have experienced this by either getting shot in the face by two chainstorms or using wpn_chainstormgdr_rookwpn_chainstorm at point-blank range. This can also cause the audio to break/stutter.

left glacier
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Yes, I had some major stutter on both frame rate and sound with Quest stand-alone. I was using Chain Drill while Aftershock shells were exploding nearby. I believe my target was also shooting, but it was hard to tell with the stutter.

lucid flume
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Maybe this can open some new strats for VML, shoot the guy on quest with chainstorms and make him crash 😆.

echo hedge
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There was concern expressed on the dev end during production of the chainstorm, especially on the audio end of things. It uses spatial audio in a way that could overload the audio engine on Quest 2.

We did some due diligence audio testing on Quest 2 before release, at the time concluding that it behaved ok. However, it's very possible that the testing either wasn't extensive enough or simply didn't account for the worst case scenario you described.

So we'll look into this for sure, as perf on Quest 2 is a very delicate beast and critical to enjoyment/comfort. Thanks for bringing this up with us!

echo hedge
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Just a quick update on this: we've narrowed down the culprit to most likely be the sheer volume of visual effects that get shown all overlapping. This can be very bad on quest2

lucid flume
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Seems like a simple fix...

echo hedge
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Lol, volume as in spatial amount of, although audio was a frontrunner for some time on the culprit list

echo hedge
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As of the latest patch 1.2.1, this issue should be resolved.

left glacier
echo hedge
lucid flume