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Apex performance issue • Rampart's cover is causing a 25 FPS drop when standing behind it • Activating the 'Infinite Ammo' perk also reduces FPS by 20 (clip via u/Other-Entrance5312)

172,844 views • 4 months ago •via X (Twitter)

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In my previous post about the #Nioh3 demo, I mentioned that when the game isn’t consistently holding 60 FPS or 120 FPS, several issues can show up. Here’s a clearer breakdown of what's going on. The main reason is that the game speed and physics are tied to the frame rate. When you enable the 120 FPS cap, the engine start overreacting and pushes CPU usage very high, even if the game is still running at around 60 FPS (as shown in the first example). In the second clip, you can see the uneven, jittery camera movement I mentioned before. Notice how much smoother 60 FPS and 120 FPS look compared to the unlocked side. Also, camera movement at 60 FPS is slightly faster than at 120 FPS. In the third clip, player movement is slower when the frame rate is unlocked. This doesn’t happen all the time, but it shows up often enough to be noticeable. Because of how the Katana Engine behaves, the game is clearly designed around 60 FPS. Running at 120 FPS is possible, but it’s only recommended if your system can maintain that target almost all the time, which isn’t easy to achieve. There’s also an alternative workaround where you select the 60 (locked) option and enable Frame Generation (DLSS or FSR 3), as shown in the last clip. The downside is that DLSS Frame Generation tends to show the same stuttery look as when the frame rate isn’t holding a fixed target, likely due to Reflex keeping the frame rate slightly below target. FSR Frame Generation, on the other hand, looks much smoother and works better here.

BenchmarKing

17,820 views • 5 months ago

BO7 Bug Report - Multiplayer [April 3] Deadeye Drone Scorestreak awards incorrect score values when Extended Ammo Overclock is active. [Developers! I have reproduced a separate exploit with the Deadeye Drone that allows it to become invincible. If you need more context on this issue, contact me via DMs.] Environment: Tested on April 3, on ATVI ID: ChadOfDuty#3409721, PC/BattleNet, Patch 3.6.0, Changelog 26331976. Description: The Deadeye Drone Scorestreak in Multiplayer is intended to award +35 score per kill. However, when the Extended Ammo Overclock is enabled, kills made with the Drone instead award full standard kill values (+100 for regular kills, +125 for objective kills, etc.), as if the player were not using a Scorestreak. This creates an inconsistency in score attribution, and allows players to gain unintended score values and utilize the Looper perk to cycle through multiple drones and potentially earn a Nuke with minimal effort. Reproduction Steps: 1. Load into Multiplayer. 2. Equip the Deadeye Drone Scorestreak. 3. Enable the "Extended Ammo" Overclock. 4. Activate the Deadeye Drone. 5. Get kills using the Drone. 6. Observe score values awarded per kill. Expected Result: Kills made with the Deadeye Drone should consistently award the intended +35 score per kill, regardless of Overclocks. Actual Result: Kills made with the Deadeye Drone while Extended Ammo Overclock is active award full standard kill score (+100/+125) instead of the reduced Scorestreak value. Note: Issue appears tied specifically to Extended Ammo Overclock interaction. Tags: CallofDutyCM TreyarchCM Call of Duty

ChadOfDuty

23,674 views • 3 months ago