[1442] Player locomotion affected by framerate
tracked
MyroP
When testing on both the beta and current released versions of VRChat on Desktop, we encountered an issue with player locomotion being affected by the framerate.
Steps to Reproduce:
1) Join a world where you can achieve a full framerate (> 144fps) for optimal testing conditions.
2) Navigate to VRChat settings and set the FPS cap to "Unlimited".
3) Perform a jump, then immediately attempt to move forward without sprinting. Observe that the player does not move forward.
4) Adjust the FPS cap to 90 fps.
5) Repeat the jump and immediate forward movement without sprinting. Notice that the player now moves forward.
Player movement should remain consistent regardless of the framerate setting.
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Fairplex
I confirm this issue existed forever, but it was only reproducible with the command "--fps=0". Now that FPS is exposed in the graphics settings, it is more frequent to get "stuck" mid air. I believe that being able to move mid air, independently from the initial velocity, is kind of natural in many games. Also this issue affects my times in speedrun worlds (eg: Udon Surf)