Marvel Rivals - FPS Affects Damage & Movement? - I Tested It To Find The Truth

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  • Опубліковано 17 січ 2025

КОМЕНТАРІ • 545

  • @ThunderMan2212
    @ThunderMan2212 18 днів тому +649

    Huh! I initially thought this was an issue with a missing deltaTime calculation somewhere that would be easy to fix, but judging by the results of this testing plateauing at 120 FPS, it actually seems like it might be something a bit more complicated. I hope it gets ironed out in the near future, whatever it is; Wolverine being suddenly unable to do his job at certain FPS thresholds is a pretty raw deal.

    • @cctz_1
      @cctz_1 18 днів тому +22

      What else could it be ? Some server side problems ? They may have a manual cap at 120 fps as it seems that 120 is the intended framerate for how theyve designed damage and abilities

    • @Nobody-st7xh
      @Nobody-st7xh 18 днів тому +10

      Maybe UE5 related

    • @ThunderMan2212
      @ThunderMan2212 18 днів тому +43

      @@cctz_1 Given that I don't have the source code and I'm not overly well-versed in UE5, I can't say anything for certain. This is likely an issue that would need to be investigated in a bit more depth. That being said, I can think of a few potential culprits:
      - Depending on how they're spawning hitboxes/projectiles and whether or not they're tied to the animations somehow, the firing rate bugs might be a quirk of how animations are rendered and looped at lower FPS. This would explain why the issue specifically affects fully-automatic weapons with distinct animations for rounds firing (Punisher, Star-Lord, Wolverine). Tying a game-affecting action like that to the animation seems like a terrible idea to me, but I'm also not on a professional game development team with strict deadlines to clear.
      - There could be a netcode issue where FPS affects how certain packets are sent and received by the client, with hitboxes and tracers being spawned at the wrong rate or movement being applied at the wrong speed due to game speed discrepancies. This strikes me as highly improbable given that servers are usually supposed to do most of the heavy lifting when it comes to things like player positions and damage and a client's FPS shouldn't affect this, but netcode is a complicated subject and I have no idea what this game handles on the frontend or backend, or how.
      - We also can't entirely rule out some deltaTime flarkery, though it seems less like "they forgot deltaTime" and more "the calculation involving deltaTime is acting weird." Maybe they accidentally put in deltaTime compensation twice, or they're using some under-the-hood calculation that does weird things at low framerates. Again, can't know for sure without having the equations in front of me.

    • @Shaar_
      @Shaar_ 18 днів тому +2

      If ur not multiple everything with delta time ur committing a crime , it's basic video game programming

    • @cctz_1
      @cctz_1 18 днів тому +4

      @@ThunderMan2212 I see. Now that Ive seen some other examples of it I think its indeed a netcode problem. Some ppl are claiming it looks like the prediction system is getting confused by lower fps players and compensating in a way that causes this bug. But theres no real way for us to know rn

  • @huuminbloodborn7570
    @huuminbloodborn7570 18 днів тому +560

    The biggest thing i'm seeing / realizing is that, if i remember correctly the best wolverine player has a "bad" pc. He's being limited.

    • @gaalahad1
      @gaalahad1 17 днів тому +61

      He doesn't even play on 30fps my guy, also the guy in the video didn't notice but he ended the animation from the grab sooner on the 120fps that's why wolverine was hitting more. I just tested in the training range now, it's pretty much the same.

    • @ZachkTV
      @ZachkTV 17 днів тому +39

      Also, they're really underselling the difference in kill time with stuff like Starlord. Those are the times where you just got away with a sliver of health, but got healed or killed them at the last second.. but instead, you're gunna die because of that slight change of 'milliseconds that dont matter'.

    • @ProfestionalCrayonEater
      @ProfestionalCrayonEater 17 днів тому +4

      I don't blame him but this vid coulda been better researched but i don't expect him to know every intricate timing of each character either i would take this vid with a grain of salt

    • @shrekupine4445
      @shrekupine4445 16 днів тому +2

      Just buy good GPU lmfao brokies

    • @pfg8240
      @pfg8240 16 днів тому

      @@shrekupine44459/11

  • @magi1134
    @magi1134 18 днів тому +317

    When strange makes a portal i immediately lose fps

    • @BasedCompany
      @BasedCompany 18 днів тому +35

      For real 😂 whenever he opens a portal my game turns into 8 bit

    • @gawrgura3767
      @gawrgura3767 18 днів тому +10

      R you both on PC? Cuz i have the same issue and my friend on console (Ps5) never had this problem

    • @ionfilter0304
      @ionfilter0304 18 днів тому +17

      @gawrgura3767 i'm on Pc and this game takes a lot of resources. I play overwatch2 on ultra setting and run 200 FPS smoothly.. This game i have to lower all the settings just to keep 80 FPS. Consoles are built with the same components making it a network issue most times. PC have many variable parts so trouble shooting is much more difficult

    • @gawrgura3767
      @gawrgura3767 18 днів тому

      @@ionfilter0304 my ow2 is running on 200 fps aswell.... well ig they will release performance updates if its that crucial

    • @Lightout50
      @Lightout50 18 днів тому +7

      i use his portal to make them lpook at each other and ive crashed people

  • @laserkirby9373
    @laserkirby9373 18 днів тому +203

    Since the genre is competetive multiplayer, I can use fighting games as example.
    And as mentioned in 6:51 , there's a whole second of increased time for the low fps player.
    In ANY fighting game, adding around 62-66 frames _(1.1sec)_ to an attack for one player only and calling it unnoticeable, is clearly a misinformed take on how important every second is in these competetive environments.
    In short, that 1 second extra to kill, he's getting a triple Loki healing shot, good job you missed the kill because of your shitty CPU and nothing else.

    • @MarvelRivalsMerchant
      @MarvelRivalsMerchant  18 днів тому +40

      the 1 whole second is a very big deal, but the 0.1 second difference from 60fps to 120fps isn't so much, that's what I tried to explain there

    • @BagelBoi4000
      @BagelBoi4000 18 днів тому +39

      @@MarvelRivalsMerchant 0.1 seconds isnt a lot but it adds up, if theyre getting healed that could go from 0.1 to 0.3, and over the course of an entire match the amount of damage you do would overall be lower so you might end up with like 5% less ult charge or something.

    • @AvgSkillGamer
      @AvgSkillGamer 17 днів тому +8

      ​@@BagelBoi4000at 0.1 there are more things that would screw you over than that. In the grand scheme of things if you are good enough it doesn't matter. The horizontal movement and wolverine DPS however from 30-120 are absolutely terrible.

    • @ManiakGear
      @ManiakGear 17 днів тому +14

      Exactly what I was thinking. Have a conversation with someone who's trained to hit trigger switches on single frames to link moves or cancel animations and tell them its insignificant.

    • @LaM0NK3Y
      @LaM0NK3Y 17 днів тому +8

      One second is much more important in fighting games than in team games. Fighting games are so much more micro focused. It’s a bigg-ish deal but in a game with healing and damage from external sources there’s already “randomness” for when a combo will truly kill
      You can see this when watching vods of fighting games vs marvel rivals, going back 10 seconds in a fighting game feels like forever and 10 seconds of a team fight feels minuscule

  • @ianfromspace4740
    @ianfromspace4740 18 днів тому +928

    Don't call it a "tech" when it's literally just hardware related

    • @megelegend9968
      @megelegend9968 18 днів тому +193

      But hardware is technology so it is tech

    • @terrakage4462
      @terrakage4462 18 днів тому +95

      I mean technically tech is accurate here since it has to do with hardware tech that technically affects the technology in the game. On a technicality.

    • @taetrrtot6205
      @taetrrtot6205 18 днів тому +122

      ​@@megelegend9968 But we're specifically talking about technique not technology

    • @202adr
      @202adr 18 днів тому +7

      It has to do with the specific animations themselves, they aren’t scaled up or down, properly for different frame rates when set to custom fps.

    • @xxnightmarexx_pr6069
      @xxnightmarexx_pr6069 18 днів тому +63

      Ah yes the hidden Doctor Strange tech: having a better pc

  • @cctz_1
    @cctz_1 18 днів тому +515

    This is such an amateur mistake, not multiplying by delta time in the code

    • @chrisr4066
      @chrisr4066 18 днів тому +17

      Is it something they can fix via patch?

    • @thefroggybannana
      @thefroggybannana 18 днів тому +102

      Small indie devs

    • @cctz_1
      @cctz_1 18 днів тому +90

      @@chrisr4066yeah should be straightforward

    • @ibsafato5937
      @ibsafato5937 18 днів тому +6

      Now that is true for once​@@thefroggybannana

    • @thepandasdoitbetter
      @thepandasdoitbetter 18 днів тому +2

      @@thefroggybannana ahaahahaaaaaaaaaaaaaaaaaa nope

  • @fatalfoams
    @fatalfoams 17 днів тому +32

    I remember Flats was talking about how shifting forward into ult as strange was broken and I didn’t understand why lol

  • @BeastGamingHD
    @BeastGamingHD 13 днів тому +14

    Edit: I created a video showing in the game engine how and why the bug exists for those who are curious.
    Game dev here chiming in to answer why it does this with unreal engine. The reason is because the game latency is taking longer to acknowledge and respond to your player input. Due to having a high latency for game client functionality (not to be confused with ping latency), and low frame rate which creates the high latency, things like holding a button down to initiate individual input requests to fire off the output such as wolverine's slash attack is bottlenecked and has a delay.
    This is actually common with hold X key or button to perform Y action.
    When using doctor strange's flight ability, the game is initiating similar behavior by scaling the character position to the parameters set in the game code. However, his distance is impacted because of the "real time" script lifetime isn't matching up with the client. In other words, the client is saying it's done because the time has passed but your game response is essentially saying no.
    It may sound a little confusing but it's important to remember that the script will execute and the time will finish before the game can truly finish the executed operation to the pawn controller.
    I can upload a video demonstrating this issue in a fresh UE5 project as an example.

  • @Rathial
    @Rathial 18 днів тому +185

    another "tip" I haven't really seen mentioned is making sure vanguard is turned off if you have league or valorant installed on your pc. Vanguard can absolutely nuke the performance of your game

    • @onlineenth4454
      @onlineenth4454 18 днів тому +7

      gotta test this one out ty

    • @ManOfF1re
      @ManOfF1re 18 днів тому +4

      +1

    • @Vedant_Bhoir
      @Vedant_Bhoir 18 днів тому +2

      @MarvelRivalsMerchant can you test this

    • @GokieShorts
      @GokieShorts 18 днів тому +2

      this is true although i do not turn it off (because i move between games), vanguard has shown to affect fps on other games too

    • @youmu7917
      @youmu7917 18 днів тому

      shit really? I have it off everytime, and only on when I play valorant. Good to know if real.

  • @ImCamelBoy
    @ImCamelBoy 17 днів тому +25

    just so you guys know, these issues were solved by some kid on reddit and he posted what code to change in one of the config files so animations arent so resource demanding. I can confirm it fixed all these issues but the game developers decided to block access to config files and threatening bans if people mess with it. meaning they know how to fix it atleast but the fact that they havnt probably just means they gonna fix all the other issues like dr strange portal causing frame spikes all in one patch. but yah the main issue is how resourse demanding all these animations are and it causes low end pcs to miss hitboxes or suddenly lag effecting animations. sometimes wandas "shift" gets cancled cause the game thinks you are double pressing even when you are not. so many bugs

    • @laWiskaPY
      @laWiskaPY 13 днів тому

      Don't even think about Xbox S vs X vs PS5 players on 4k vs 1080 TV
      So the Ranked in this game can't be taken seriously. It's literally a P2W

    • @ImCamelBoy
      @ImCamelBoy 13 днів тому +1

      @@laWiskaPY the best way to solve this is to force ranked performance to an agreed achieble standard across all platforms but obviously people who spend thousands on equipment would complain and since games cater to them, low end equipment will never work on ranked play. and with games getting more intense faster then affordable hardware can keep up it might be the end for ranked play in most games.

  • @xKunoz
    @xKunoz 18 днів тому +21

    that kinda sucks because i main strange and the flight boost with higher fps can actually be a gamechanger because he can use his ult in midair and cancel it to catch ppl off guard

    • @JaneTheLame
      @JaneTheLame 17 днів тому +1

      the extra horizontal movement helps with escaping Jeff ult too if you cant get vertical enough in time

  • @karmatick4418
    @karmatick4418 18 днів тому +85

    The question is... Do you die faster with higher FPS?

    • @mattimhiyasmith
      @mattimhiyasmith 18 днів тому +3

      lol

    • @Ziyoblader
      @Ziyoblader 18 днів тому +3

      I mean like the wolverine example that depends on your opponent if he or she is running 30 or 120 fps lol

    • @Meez_G
      @Meez_G 17 днів тому +2

      i felt that way honestly i was playing on 60 hz switched to 120 feel like i just die faster

    • @notalent7369
      @notalent7369 17 днів тому +5

      The game feels more smoother. But you should also keep in mind that in fights high FPS drops can lead to higher gpu latency. For instance if you have 240fps and then it drops to 180fps fast, then you can feel it ingame. So I recommend you to cap it to a "good average" FPS for lower gpu latency and more smoothness.

  • @Kinze02
    @Kinze02 18 днів тому +17

    I just think that a game that has its models looking like cartoons shouldn't be so hardware demanding like this.

    • @EhurtAfy
      @EhurtAfy 15 днів тому

      Yeah, but the game has some extremely demanding rendering tech available, it's an impressive looking game. Style doesn't mean that much, I've seen game sequels that require 2-4x the resources, such as with series that span multiple console generations. BUT, at least on PC you can nearly double your framerate on low settings. Using state-of-the-art Lumen GI and DLSS on Ultra settings, even my RTX 3090 barely maintains 100fps, but I can get 240 on lower settings

    • @Yuusfw
      @Yuusfw 15 днів тому

      Its not that demanding, I can play it with my ryzen 5 5600gt, which is a very mid integrated graphics

    • @EhurtAfy
      @EhurtAfy 15 днів тому

      @@Yuusfw Depends on settings because 100 fps can be difficult on RTX 3090 if maxed out on Ultra, but 240fps is easy on lower graphics. Moral of the story is people should tweak their settings because high fps is important

    • @mechadeka
      @mechadeka 12 днів тому +1

      You think lighting, polycount, and texture resolution magically become cheaper if you give the characters paintbrush textures?

    • @Yuusfw
      @Yuusfw 12 днів тому

      ​@@EhurtAfy Its a competitive game. Performance is better than Image quality. People are making it demanding because they want to. No one is forcing them to play full resolution everything ultra. Even streamers with good PC reduce the image quality when it comes to competitive games bc its more fluid

  • @Rakso_F
    @Rakso_F 18 днів тому +85

    Risk of rain 2 flashbacks...

    • @0-Placeholder-0
      @0-Placeholder-0 18 днів тому +4

      Exactly what I thought of.

    • @thepigeonman_
      @thepigeonman_ 18 днів тому +15

      Me when elite spawns are tied to fps

    • @Frozoken
      @Frozoken 18 днів тому +3

      Good thing that wasnt a competitive multi-player game tho

    • @wickedwiccann
      @wickedwiccann 17 днів тому +3

      at least it's not really noticeable in this game.. loader flying across the map at mach 7 will forever be funny

    • @queenofrodents
      @queenofrodents 17 днів тому +3

      Go go gadget 7 million elites by stage 3

  • @pinnacleexpress420
    @pinnacleexpress420 18 днів тому +16

    Good coverage. Wolverine started attacking earlier on 120fps

  • @Inclienn
    @Inclienn 18 днів тому +8

    I believe this is an animation issue, idk what the distance issue is but the TTK issue is related to how fast the animations play out, star lord can reload in his ult faster when the frames are higher, wolverine can swing more often when the frames are higher. Again the distance thing is crazy but the main issue seems to be the animations and how they were implemented and are involved in the game process thats why its caps at a certain FPS because you cant gain anything more after the cap

    • @MadCityVL
      @MadCityVL 17 днів тому

      Yea i did some testing and its, longer the animation=the most dps will be effected. I bet namor has some effect with his hover.

  • @MrZega000
    @MrZega000 18 днів тому +75

    I get between 12-40fps depending on the map and the position of Jupiter.
    But I'm laughing at this because the difference is so negligible compared to Helldivers 2.
    In that game my FPS is horrid and your movement speed=FPS
    meaning I move so slow it hurts. Everyone can outrun me so I take the jetpack and medic suit with 6 stims so I can (try to) keep up.
    New PC coming this Friday, can't wait.

    • @cockylocky
      @cockylocky 18 днів тому +8

      Congrats, man! I'm waiting for the new GPUs to come out so that I can buy an used 7800 XT or something.

    • @elliottstevens7168
      @elliottstevens7168 18 днів тому +5

      Before you you completely take a crap on this guy.. know his coming from apex.. you probably aren’t that good.. give him a shot.

  • @jaxxarus4994
    @jaxxarus4994 17 днів тому +4

    I'm sorry, but I find the Bucky just eating your ult to the forehead at 1:51 just absolutely hilarious

    • @ayoob5099
      @ayoob5099 10 днів тому

      GET DOWN MR PRESIDENT

  • @koshkamatew
    @koshkamatew 15 днів тому +2

    3:50 arent some of these things just discrepancies due to low fps recordings?
    if you were playing at 1fps, those kill times would have been 2 seconds. not because you kill slower in game, but because on the first frame that takes a second the enemy is alive, and on the other frame after another second they are dead, marking the measurement at 2 seconds. on 30 fps this discrepancy is still noticeable, but on 120+ fps the extra frames add very little difference to the recording, capping out at whatever framerate you record on (120 fps in this case?), meaning that the kill time stays consistent
    doesnt necessarily have to be true due to the doctor strange flight ability being clearly affected by fps, but if you measured the time to kill by looking back at your recording, then it definitely is the reason (and not the game itself)

  • @ElfireII
    @ElfireII 17 днів тому +24

    By the way, there’s a display setting that shows your current fps in-game. Please use that I’m conjunction with these types of videos in the future. Makes it easier to keep track of things.

    • @Zouga007
      @Zouga007 17 днів тому +7

      Look at the top right. It's enabled.

    • @Vibricks
      @Vibricks 16 днів тому +4

      Isnt it already enabled? It's just small

    • @christhechilled
      @christhechilled 11 днів тому +1

      Already has it up

  • @Gooner9-11
    @Gooner9-11 17 днів тому +14

    I can explain it from a developer perspective:
    -The most basic stuff is this, some command get calculated client-side and some performed server side, there will never be a multiplayer game that relies everything on client or rely everything on server side, the closest game that relies mostly on server side is Street Fighter V, and people hate that game.
    -Looks like from the data, the game treat Button Hold as constant command, meaning if you hold left button, the game will keep sending Left input to the server
    -Here's the kicker, when your client (your PC) didn't send any command, the game treat it as "Input neutral" even if you're holding the key
    -The number of input you can send is based on your FPS
    Basically
    Someone with 120 FPS can send "Left" input 120 times
    Someone with 30 FPS can only send "Left" input 30 times, the rest of the time, you will be input "neutral" this is why Strange's can fly further left if you're holding Left on a 120 FPS machine
    Any character with "reload" animation (This includes Wolverine that can stop attacking after 4 hits) also get affected by this, since 30 FPS guy can only send 30 commands (hypothetical) every second, other than that, the game treat them as not pressing anything, this caused the guy with 120 FPS can start the "attack again" command earlier than the 30 FPS guy.
    At the end of the day, this will show on 2 extreme side (30 FPS guy and 120 FPS guy) to show "the worst thing that can happen in that situation"
    Most game generally treat this as "whatever", similar to how people will accept that a 30ms guy will have better play experience than people that play with 120ms.

  • @Synergy4375
    @Synergy4375 17 днів тому +2

    I notice that Laging players also suffer from damage output and received problems… which could potentially stack with the FPS problem.
    Eg- you either get free kills on the lagging player as they are stuck in place in you pov, however the dmg needed seems to be a lot more than normal
    Or
    You shooting the lagging player to then suddenly be chunked for 250hp or more depending on who and the situation.
    Point is the servers suck which we know they do…. and or it’s possibly an exploitable problem that people could force.

  • @Bat-0_0
    @Bat-0_0 17 днів тому +2

    Hopefully they address this and the absurd ping pikes that's been going on.

  • @thememewalker
    @thememewalker 17 днів тому +1

    This is such an amazing video, the amount of effort put behind the research, the details on the relevant cases, and the tips at the end are all so incredibly helpful

  • @windthugness
    @windthugness 18 днів тому +32

    My Nvidia GTX 1050 doesn’t like the sound of this 😪

    • @thefriendlessgamer8552
      @thefriendlessgamer8552 18 днів тому +2

      tried to play on mine cant get past 99 even the steam deck is a little better.

    • @MyKlaudijus
      @MyKlaudijus 18 днів тому +6

      GTX 1060 here

    • @thepandasdoitbetter
      @thepandasdoitbetter 18 днів тому +2

      @@MyKlaudijus i get 144 fps but at a lower resolution game still looks great and runs well loading times are longer and a few shader issues sometimes to load but when all in 120 to 144 fps constant

    • @z821
      @z821 18 днів тому

      Hoe do you get it to 120 ? Mine is max at 60fps in game. With everything set to low and 720p.. !!​@@thepandasdoitbetter

    • @FireJach
      @FireJach 18 днів тому +1

      I have 970 and the game worked well before the update (Christmas fest)

  • @RandomPenguin-lj1et
    @RandomPenguin-lj1et 17 днів тому +2

    yo btw for star lord and punisher its due to the lower frame rates + high rates of fire, on 30 fps you might fire a bullet on the 4th frame and on 120fps you might fire a bullet on the 15th.

    • @RandomPenguin-lj1et
      @RandomPenguin-lj1et 17 днів тому

      this is also more apparent in wolverine as he has an insane rate of fire

  • @thegreywanderer8427
    @thegreywanderer8427 13 днів тому

    It's a feature of Unreal Engine 5. Other games made with the engine also have a higher movement speed & DPS at 120 fps. It's not a massively higher rate in Marvel Rivals but in games where they put hundreds of millions of health on some boss enemy and players do millions of DPS, this small difference becomes much more significant as it acts as a multiplier.

  • @PHENIX-sk3ek
    @PHENIX-sk3ek 17 днів тому +1

    like Uncle Ben said
    "With great PC
    comes great DPS"

  • @EmDashYT
    @EmDashYT 15 днів тому

    Seems like it has something to do with the difference between animations being tied to framerate, while also being tied to damage output (like bullets firing or claws swiping) yet damage HITS are calculated server-side so if the animations slow down, the attacks are sent out slower, and then the bullets hitting the enemy will be registered further apart (or swipes in wolverine's case), at least that's what I'm seeing.

  • @LinteirSomeZebra
    @LinteirSomeZebra 16 днів тому

    *For the last part, additional feature to increase FPS:*
    You can decrease *screen resolution* (while keeping it Fullscreen) in accordance with your normal resolution.
    _For example:_
    If your normal resolution is *1920x1080,* you can set up *1280x720* - it would make your game running as a quarter from your normal screen and increase FPS.
    Works good in many games, especially competitive ones.

  • @masterluxio1
    @masterluxio1 16 днів тому

    Risk of Rain 2's DLC had this issue where the enemy spawn rate was directly tied to the amount of fps. And it could be a real issue for new heroes moving forward.

  • @stuntzpt
    @stuntzpt 7 днів тому

    Old Quake Engine movement was tied to frames. In Quake 3 there was a sweet spot like 125 250 and 333 framerate. Also on quake 1 and 2 you could only do some jumps with higher and lower framecap.

  • @Kitto0
    @Kitto0 18 днів тому +1

    Seeing this got me to think about Winter Soldier primary fire as well 🤔.
    It feels weirder to aim & shoot on lower fps to the point your weapon basically don't register hits on longer range when visually it looks like it should. I do realize his weapon is not a hitscan but a projectile based (strangle design decision) so placebo wise it makes me feel that character could be a victim of this game flaw as well.
    If you can, please confirm in your next testing that as well since i'd love to play bucky more if his shots feel consistent in crunch situations.

  • @nm3k511
    @nm3k511 14 днів тому

    Note this kind of issue also exists in Mobile Suit Gundam: Battle Operation 2.
    The lower framerate, the slower the mobile suit moves in general. Attacking is somewhaylt noticeable, but effects combos players do.

  • @afurryferret
    @afurryferret 14 днів тому

    the more concerning thing here, is that it shows there are NO serverside checks for if the player is moving right. that opens the door for all sorts of cheats

  • @silverlyder
    @silverlyder 17 днів тому +2

    This game has serious optimization and mechanical problems
    Btw thanks great video

  • @ConorTimmonsDesigns
    @ConorTimmonsDesigns 18 днів тому +5

    Makes me curious if there’s a difference between PC and console🤔

    • @Im_JustAFish
      @Im_JustAFish 16 днів тому

      unless they play on series x or ps5 with a monitor as that is the only way to get 120 fps on console

  • @imanevilpairofsocks
    @imanevilpairofsocks 17 днів тому

    While I def want this addressed, I think people don't realize how common an issue this is in games. Plenty of games I've played recently and watched in depth testing/guides on have mentioned listed stats don't always line up with in game results.

  • @tindekappa9047
    @tindekappa9047 18 днів тому +186

    I am stating the obvious here but if you've got 30 FPS you've got bigger problems than this.

    • @testosteroneimmunesystembo3869
      @testosteroneimmunesystembo3869 18 днів тому +68

      Not the point

    • @JayceCH.
      @JayceCH. 18 днів тому +7

      Strange himself tanks it.

    • @jonah-b7k
      @jonah-b7k 18 днів тому +53

      Stop making excuses for this.

    • @47dynasty28
      @47dynasty28 18 днів тому

      No the problem is this games optimisation, stop making excuses for the massive company you boot licker

    • @BasedCompany
      @BasedCompany 18 днів тому +60

      The game isn't very optimized. The art style is nice, but graphically there's no reason it should run as poorly as it does.

  • @MaliEndz
    @MaliEndz 18 днів тому

    I actually did notice a movement speed boost but it wasn’t because of framerate it was because of latency or lag. The symbol that shows up when theres a network issue. Its annoying

  • @brokenhdd9291
    @brokenhdd9291 13 днів тому

    It's likely animation based events. If you are ticking animations at a lower rate you can get these kinds of low frame rate delayed responses because you are frame staggered from the game thread and the animation thread.
    If it were a lack of Delta time multiplication then the impact would continously grow beyond 120 fps.
    Then there is the network layer. Does Rivals use entirely client authoritative hits? Do the abilities calculate hits in the server?

  • @justjoddat
    @justjoddat 18 днів тому +11

    The devs can work on this and shouldn't be hard.

  • @frost9681
    @frost9681 18 днів тому +1

    For the most part, i feel like some of these are so minute especially when considering all the disadvantages you are already at playing below 120fps. Theae arent the games to take competitively seriously when your hardware cant keep up, unfortunately. The majority of opponents will have an inherent advantage over you that far exceeds a couple of miliseconds. The Dr Strange and Wolverine cases are more agregious though unfortunately

  • @alternatecheems8145
    @alternatecheems8145 15 днів тому

    It seems like a deltaTime issue and the developers probably developed console first and forgot not all platforms have uniform fps across the matchmaking pool

  • @ClaudioBOsorio
    @ClaudioBOsorio 16 днів тому

    Hey man, amazing work. Your testing will be invaluable for the developers. They will sort it out much faster than expected because of your input.

  • @whatispleasant
    @whatispleasant 17 днів тому

    Big Respects to you thank you truly for testing and informing this out

  • @BigJambu
    @BigJambu 17 днів тому

    It's probably the reload that gets slowed down then if ironmans uni beam and cloaks primary are unaffected. So your tests should be against a target with more health so you're more likely to need to reload. Assuming this is in a real game and you dont have the luxury of 100% accuracy this could be more significant (but still not massive) than your tests have proven Vs Luna Snow in training. It's a bug they absolutely must fix either way. Thanks for doing this experiment!

  • @georgeb9977
    @georgeb9977 16 днів тому

    I feel like this might be related to hitscan characters. Things like seem to only appear with certain hitscans.

  • @moddedinkling4168
    @moddedinkling4168 13 днів тому

    Quite strange that these issues exist when it runs on Unreal 5, yet the flagship Unreal 5 game Fortnite had already fixed this issue back when the game was on Unreal 4.

  • @christopheroldfield1066
    @christopheroldfield1066 17 днів тому

    It looks like the entire game loop is being rendered at 120 frames per second, along with the video update. Technically speaking, if you were only rendering 30 frames per second, you would have a lot more time to be considering things like "does the player have the fire button down.. yes? shoot" It looks like these checks are being made at the same rate as the video updating, rather than at the speed of resource availability.. which means, as you turn up the frames per second, you are also turning up the frequency it checks to see "Hey, is the button down? Yes? send the message to the server that I've fired.."

  • @beerasaurus
    @beerasaurus 17 днів тому

    So some things in the game were coded to react to frame rates which is probably some mistakes or miscommunications in the dev cycles.

  • @Accel_Lex
    @Accel_Lex 18 днів тому +1

    Dang. A lot learned while I've been away from the game for a bit. 👏🏻

  • @mcmudkipp
    @mcmudkipp 14 днів тому

    Honestly this seems like an animation bug more than anything, the one frame of more damage with starlord is completely negligible and within tolerance as a frame is generated every 0.033s, and the damage with wolverine is likely the animation just finishing prematurely leading to massive differences with dps, but it's really just a very small desync with animation timing. I would also deem the distance issues with certain dashes to fall under the same umbrella of an animation or a Lerp finishing a frame early leading to slightly decreased distances of dashing.
    Overall, not really that gamebreaking, a couple of small issues but thats about it. If you only can get 30fps there are other limiting factors making you perform worse ingame.

  • @TheLiverX
    @TheLiverX 14 днів тому

    Welcome to the world of numerics, where parabolic trajectories overshoot by a mile, velocity damping makes you go brrrrrr and snappy is actually smooth and jerky if it is frequent enough.
    I bet in case of Wolverine and Star Lord the animations have to wait until the end of the frame, but since the frame pacing is so slow (and the server repeats client's actions as is) it ends up adding to the total attack time.
    For Doctor Strange it looks like the effect of air friction changes massively. It may have been lazily calculated and forgotten, or some tiny mistake in per-update velocity loss coefficient, or just that the update pacing is so bad that the numeric "overshoot" effect occurs, but instead it slows down too much. And yes, all of those will plateau towards some update rate, as numerics work that way. Anyway, it can be fixed easily.

  • @EdDevil
    @EdDevil 17 днів тому

    Venom's wallcrawl/run is directly tied to your refresh rate.

  • @Landofalcon007
    @Landofalcon007 18 днів тому +3

    Destiny 2 has infamously had lots of issues tied to fps. Weird game engine issues.

    • @fransbrewis4776
      @fransbrewis4776 18 днів тому +1

      I wanted to say the same thing. In Destiny you do more damage at high fps but also takes more damage. Wonder if you take more damage in Marvel Rivals as well. But I don't think there are many people that play at 30fps lol

    • @supersonic4863
      @supersonic4863 18 днів тому

      ​@@fransbrewis4776Yeah youre underestimating the average persons ability to deal with 30fps gameplay. I consistently have 30. Now id rather have higher, of course, but my pc is too shit for that.

  • @DD-fs7pg
    @DD-fs7pg 17 днів тому

    The strange one is actually a big deal since he uses that tech specifically for his ult.

  • @rippenzong2455
    @rippenzong2455 16 днів тому

    I was watching a streamer yesterday a_seagull and he seems to have found that the games ping is also tied to fps. Tested this myself and it checks out even in the training range. It's not a cpu bind either since the scaling of ping to fps I nearly linear from 5 fps up to 300. This much fps causes this much latency. It makes no sense

  • @kursna
    @kursna 18 днів тому

    Ping also affects fps. If you aren't able to consistently cap the fps, ping can bring you down to over half of your normal frames

  • @nickkerr6068
    @nickkerr6068 18 днів тому +3

    Does the kernel anticheating software reduce framerates on pc?

    • @gaylaxia
      @gaylaxia 18 днів тому +1

      Riot Vanguard Anti-Cheat can supposedly reduce FPS in your games, so it is possible that this Anti-Cheat does as well, but who knows. It definitely ain't helping FPS though.

  • @the_big_noise_5
    @the_big_noise_5 17 днів тому +3

    7:47 Jarvis clip that

    • @kingofgames259
      @kingofgames259 16 днів тому +1

      But you can see his teammates are red and enemies are blue so there were no enemies left when the shot landed

    • @the_big_noise_5
      @the_big_noise_5 15 днів тому

      So not only that Iron Man flew above your head but so did the joke

    • @SheikAshii
      @SheikAshii 14 днів тому

      What was the joke? Clip a moment where nothing happened?

    • @the_big_noise_5
      @the_big_noise_5 14 днів тому

      Yeah
      He whiffed his ult

  • @ohmygosh6176
    @ohmygosh6176 15 днів тому +2

    It kind of makes sense because if you're rich you can afford faster monitor and if they keep you happy you will spend more money buying cosmetics.
    Dev: no no thats not it. The calculations we have to do to keep the character aligned throughout different frame per second is not easy. there always is some mathematical adjustments that needs to be made.

  • @BastyTHz
    @BastyTHz 18 днів тому

    from programming perspective, frame render thread are in the line with main thread, the higher your frame rendered means main thread dose not need to wait more. that why its more responsive in almost all games. only few dev cares about this.

  • @mattimhiyasmith
    @mattimhiyasmith 18 днів тому +4

    would be interesting to see how things change if you change mouse refresh rate, also how is this on console?

    • @Raiden_S12
      @Raiden_S12 18 днів тому +3

      nothing changes with mouse polling rate (other than increased CPU load which may cause lower fps)

    • @KillJared
      @KillJared 18 днів тому

      console it doesn’t matter at all

  • @mr.jbusiness6679
    @mr.jbusiness6679 18 днів тому +14

    idk if anyone will see this but what he said about frame gen is right but, if you have issues like your game is freezing or fps is just tanking I really would recommend just trying it.
    I was really struggling with this games optimisations putting everything on low and it would still freeze but, turning Frame gen on pretty much fixed it for me. However if your hitting 60fps and below when playing you should not turn on Frame gen as you most likely will just get latency, you need at least 120+ for frame gen to properly work I feel.

    • @endersugar42
      @endersugar42 18 днів тому +3

      this is what helped me as well lowkey

    • @deadsoldiertr
      @deadsoldiertr 18 днів тому +2

      I couldn't understand, what are you saying?

    • @blindn1nj4
      @blindn1nj4 18 днів тому +2

      "idk know"

    • @mr.jbusiness6679
      @mr.jbusiness6679 17 днів тому

      @@blindn1nj4 damn bro

    • @mr.jbusiness6679
      @mr.jbusiness6679 17 днів тому

      @@deadsoldiertr how? I feel like I explained it pretty well and its not complicated. what do you not understand

  • @willsniff8852
    @willsniff8852 18 днів тому +1

    Can you test it with Namor (orb ability) or Scarlet Witch (ult)?? They both have a similar lift/float animation to stranges fly. Ive felt Namor orb is so slow it just leaves me trapped....maybe its an fps thing

    • @SAVAGENEDVED
      @SAVAGENEDVED 18 днів тому

      Are you jumping then using orb and holding space to float?

  • @RTV-t3d
    @RTV-t3d 17 днів тому

    This is a big issue I think that due to lower frame rates it is sending information to the servers slower, so if u have higher fps then it would send data faster but again this would mean that every single characters time to kill would be different but its only on some characters. I hope this gets ironed out and fixed and I also know about some other bugs I have encountered on this game since I don't have a strong enough pc to run this game on higher fps.

  • @CEPangolin
    @CEPangolin 16 днів тому

    This is actually a massive problem and something that should be addressed when it comes to official games. What should have killed someone and it didn't because the computer was average specs and not giving 120+ frames and that lowers damage. Ya this will make A LOT of problems for official stat tracking.

  • @TheShockzero
    @TheShockzero 17 днів тому

    Might be better if you actually animation cancelled Starlord's ultimate start-up by just holding your primary fire down first.

  • @jameslordoflies
    @jameslordoflies 18 днів тому

    Playing as rocket ill paint someone with fire for a solid second before it start registering, especially at range, theyll be taking damage behind cover, vise versa

  • @justareplica
    @justareplica 17 днів тому

    It makes sense, because you are six universes ahead of your opponent.

  • @mikejowan3340
    @mikejowan3340 17 днів тому

    Maybe this has something to do with frame rounding on low hertz servers, like how the old cod games suffered

  • @ShadalooFrieza
    @ShadalooFrieza 17 днів тому +2

    Don't worry guys I'm just testing something out for UA-cam I'll be out to help in a second 😂
    Not gonna lie I laughed a little when you got in game and did it

  • @Eilanzer
    @Eilanzer 16 днів тому +1

    Interesting that if this where in Overwatch people would be picking pitchforks already XD

  • @ChubbsWho
    @ChubbsWho 17 днів тому

    this makes complete sense as to why i stopped playing the game, it was infuriating and nobody would believe me that it was happening, i had no idea what was causing it but now i know, cool.......I know im due for an upgrade but come on, not only is UE5 not ready for games yet (no game should release that cant hold a steady 144fps at 1440p on lowest settings, which is the AVERAGE across steam users) but FPS based mechanics existing in 2024? Come on, this game had so much potential.

  • @curtis1397
    @curtis1397 18 днів тому

    I definitely notice a difference, just upgraded from a 1070 mobile to a 4070 super. It's like night and day.

  • @Nick-cv2ph
    @Nick-cv2ph 14 днів тому

    About the wolverine combo part when you showed 120 fps you started attacking groot mid air during your feral dash animation and on the 30 fps you started attacks when you were towards finishing the dash. was the dash cancel mid air caused by the fps change? or did you do it like that without noticing?

  • @SnakeEngine
    @SnakeEngine 15 днів тому

    They should have used fixed timestep to keep deltatimes consistent, but Unreal Engine doesn't offer one as it is not designed for deterministic games. That's the problem. The easiest fix is to just cap framerate to 60 on the engine side.

  • @bsavagestudios
    @bsavagestudios 18 днів тому

    I'm fairly familiar with Unreal Engine 5 and there are a few different ways this could be happening depending on how they calculate the passage of time in the game. It also seems to be calculated differently for certain characters or abilities as well. I'm very curious as to what is actually happening behind the scenes in engine. I highly doubt we will ever get a peek at the code though...

  • @44turnips
    @44turnips 3 дні тому

    With black panther, his dash, his most useful ability, gets a fair bit of extra reach when limiting your fps to 30.
    Uninstalled, they really need to fix these inconsistencies before it can be competitively viable.

  • @osvy5144
    @osvy5144 17 днів тому

    good video! however i believe to truly make a conclusion, a macro should have been used to avoid human imperfections.

  • @OtcheR_
    @OtcheR_ 16 днів тому

    It feels like iron man team up with hulk is affected by FPS after all. Had one in ranked as iron man myself... Well, I was noob but it really felt like he dealt damage faster

  • @Invalourrr-vb3xo
    @Invalourrr-vb3xo 18 днів тому

    I wish youd just show the clips side by side, would make the comparison easier to see

  • @balltickler-hm5mo
    @balltickler-hm5mo 17 днів тому

    I didn’t know that strange could go that far horizontally bc my pc sucks. i thought that ability was mainly for vertical movement😂

  • @nh0522
    @nh0522 17 днів тому

    yeah the doctor strange and wolverine thing is absolutely busted. is definitely a major advantage in mirror matchups whoever has more fps

  • @TheDwarburton
    @TheDwarburton 17 днів тому

    We only just started hearing about this over the last couple of days lets be honest.. Hardly a game breaking issue!

  • @Meez_G
    @Meez_G 17 днів тому

    thats insane how is this not fixed also games starts lagging when using constant abilites like glichy lag

  • @jefz1576
    @jefz1576 17 днів тому

    +the lag compensation and the tick rate are absolutely awful, like battlefield, but for a competitive FPS

  • @kylehsu2137
    @kylehsu2137 18 днів тому +1

    Yes, NetEase’s NARAKA has the same problem, it’s very terrible

  • @pinnacleexpress420
    @pinnacleexpress420 18 днів тому +2

    In case it wasnt obvious, Starlord's ult should basically be the only one that matters, strictly because it applies its damage across so many hits.
    That's a small sacrifice I'd be willing to make in order to have the game more optimized when its already pretty modestly optimized.
    Would be verry different if you were shaving off .1s TTK for every weapon but I think its just his ult.
    Also wondering if it impacts Iron Man's flight maneuverability since that is super reliant on acceleration.

  • @Shadowsmoke11
    @Shadowsmoke11 18 днів тому +2

    That’s it. I’m going out buying an RTX 5090 gpu for this.

  • @iromez1812
    @iromez1812 17 днів тому

    6:31
    I like how he's gaslighting players that 1 second is a little bit of time in a shooting game

  • @Xokzu
    @Xokzu 17 днів тому +1

    It's the ultimate form of pay to win!

  • @DrewSkee661
    @DrewSkee661 18 днів тому

    Can you make a video on the best video setting for the 3 main types of graphics people prefer?
    For example: Performance, Balanced, and Fancy

  • @KevinAugustt
    @KevinAugustt 17 днів тому

    Turning super resolution sharpening down lowers my FPS

  • @aman11025
    @aman11025 7 днів тому

    Everytime I use my ultimate and I die before it fires, it just disappear and i lose my ultimate completely. All because of my fps drop on pc. It never happens on my ps5.

  • @ThisIsAUsername69
    @ThisIsAUsername69 17 днів тому +1

    9:00 Frame gen needs to go off because it doesn't fucking work. Test it. Lock your FPS to 30, you know how choppy it looks. Now turn frame gen on, and it looks the same. Its not only input latency but also doesn't generate any frames at all. It is broken! Idk if DLSS frame gen works, but FSR for sure does not. If you have Rivatuner you can see your frame time going wild too when you turn it on. Which shouldn't be the case if it worked properly afaik.
    Also frame gen in general is fine if you have minimum 120 fps but a 240hz screen. The input latency isn't that noticeable. Even 60 base fps is fine if you really wanna smoothen things out.

  • @Jadekanji
    @Jadekanji 17 днів тому +1

    Man im poor, and my pc is poor, so this is so unfair

  • @vortex_talon
    @vortex_talon 18 днів тому

    My computer recently started having issues and im on 20 fps and im a pretty good play and i realize my oneshot combos aren't working because of the delay between where the enemies are on my screen from where i recall the shurikens

  • @Jebu911
    @Jebu911 17 днів тому +2

    Hope they fix these minor issues. Im not autistic enough to think 0.01 second difference will do anything in my games but might screw over some matches for few players in the world. Id rather have it run on 60fps silky smooth than with 120 where it randomly drops between 80-120 depending on what kinda ults someone is throwin around.