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Project Oogie 0.3.0 High Frame Rate test 3 (test build)

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@Pallypots Pallypots released this 08 Nov 16:01
· 1 commit to high-frame-rate since this release

Project Oogie 0.3.0: High Frame Rate test 3

This is a test build, not the main release. Keep your normal copy and unzip
this into its own folder. Copy your saves folder across if you want your own
saves there.

What changed since test 2

Test 2 still flickered above 60 on a high refresh screen: see-through walls and
characters, and black streaks coming down from Jack. Those faults only showed
while things were moving, and test 2 had mostly been checked on still scenes.
This time every check was done with Jack running and the camera moving, and
three separate causes were found and fixed:

  1. Shadows. The game draws its character shadows from hundreds of small
    pieces each frame, in three passes that must line up exactly. The extra
    pictures paired up the wrong pieces, and even the right pieces drifted apart
    because the game rebuilds every shadow from scratch each frame. That caused
    the streaks, the pale bands and the shadow smears that made walls look
    see-through. Now each extra picture draws the frame's exact shadow, moved
    smoothly along with its character, so it can't crack.
  2. Motion trails. Some scenes (the Soul Robber swing, some cutscenes) have
    the game's own afterimage effect. The extra pictures were leaking into it
    and smearing the next frames. Everything the extra pictures draw is now put
    back before the game's next real frame.
  3. Skipped frames. When objects appeared or disappeared, the game could
    lose track of some models for a frame, and that frame got no extra pictures
    (a small hitch). The models are now recognised by their shape too.

Nothing else changed: same Frame Rate setting, same Vertical Sync setting.

Settings

F1 > Display > Frame Rate (30, 60, 120, 144, 165, 240, 360, Unlimited) and
Vertical Sync. The game always runs at its normal speed.

Best setup: Vertical Sync On and Frame Rate Unlimited, or your
monitor's rate (for example 165).

How it was tested (60 Hz laptop)

  • A measured check: an extra picture placed exactly on the previous frame must
    match that frame. Test 2's code missed by about 8,900 pixels in chapter 1;
    this build misses by 0 to about 550 pixels (out of 1.2 million) across
    chapters 1, 3, 7, 10 and 16.
  • Half-way pictures were saved and looked at with Jack running in chapters 1
    (walking and the skeleton fight), 3, 5, 7, 10, 13 and 16, plus later
    chapters: no streaks, bands or see-through walls.
  • Not tested: a real high refresh screen, render sizes above 2x on a fast
    GPU, and the PS2 HD textures with this build. Your desktop is the real test.

What to check

  • Do walls, Jack, enemies or bosses ever flicker, go see-through or throw out
    black lines when you move or the camera turns?
  • Do shadows follow the characters smoothly?
  • Is movement smoother than 60, in play and cutscenes?
  • Try Frame Rate 165 or Unlimited with Vertical Sync on, and 60, to compare.

If something goes wrong, note the chapter and send logs\play.log.