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Ingame Fps Destroyed By Input

FPS lag

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#1 Generic Internetter

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Posted 28 September 2018 - 05:05 AM

Controlling a live mech: ~20 FPS

Spectating while dead: 50+ FPS




PGI why is it that when I'm spectating another player after being killed, the game runs at a comfortable 50+ FPS but when I'm playing before dying it's only around 15-25 FPS?!

Something is very wrong with the game coding and it is most certainly a problem with the input controls as this is the only factor that changes when going from playing to spectating.

Graphics and HUD be damned. Until you fix the simple and essential coding that handles player input, I choose to play (and spend money) on other games that give me a decent 50 FPS. It's just too frustrating at ~20 FPS.

PS: Solagis City = ~12 FPS; What a badly made monstrosity, it's like your map artists have literally no understanding of framerate/polygon/texture optimization.

PPS: Why is the no general feedback/bug forum? Just not really interested?

PGI is really starting to look like a bunch of modders cashing in on a franchise instead of being genuine developers trying to maintain a genuinely good product. That's the word on the street, be warned. As soon as a game developer puts out a rival robot MMO game, you're going to lose players if MWO isn't fixed.

Ever thought about making MWO2 in a better engine (ie: Unreal), porting everyone's account over to the new game, then discontinuing MWO? That'll give MWO another 10 years of longevity and avoid a lot of the technical issues that come with the Cryshit engine.

Edited by Generic Internetter, 28 September 2018 - 05:07 AM.






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