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When the FPS (frames per second) is too high, the animation of reloading the gun does not match the actual time of chambering the bullet. #410

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fzrdwa123456 opened this issue Mar 28, 2024 · 5 comments

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@fzrdwa123456
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Describe the bug

When the FPS (frames per second) is too high, the animation of reloading the gun does not match the actual time of chambering the bullet.

Reproducibility

  • I reproduced this issue with as few other mods as possible installed.
  • I am unable to reproduce this issue consistently.

Screenshots and/or videos

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Crash Reports

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MWC Version

0.1.4

Forge Version

1.12.2 forge 14.23.5.2860

Red Core Version

0.6 dev 3

MixinBooter Version

9.1

Java Version

1.8

Java Virtual Machine

Hotspot

Operating System

windows 11

GPU Vendor

NVIDIA

Code of Conduct

  • I agree to follow this project's Code of Conduct
@fzrdwa123456
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WeChat_20240328205455.mp4

@fzrdwa123456
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When the FPS is too high, there may be a delay of several seconds before the gun can fire after reloading, or the animation of the gun may be accelerated.

@Desoroxxx
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Probably using a float instead of a double for delta time, @Koud-Wind @SticksDeveloper @Paneedah anyone could fix that?

@Koud-Wind
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Koud-Wind commented Mar 28, 2024

Probably using a float instead of a double for delta time, @Koud-Wind @SticksDeveloper @Paneedah anyone could fix that?

It's not necessarily like this. When I first started working with VMW, I found that frame rate can affect firerate. Some old animations may have been played at 30FPS, That is to say, a higher frame rate will accelerate the playback of the animation. If I have time, I will study it

@Desoroxxx
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This is not how any of this works Koud, I calculated, at 200+ FPS using a Float instead of a Double for delta time would cause issues, which is most likely what is happening here

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