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Tomasak avatar Tomasak commented on June 1, 2024 7

Fixed on 2.0

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mrkillov avatar mrkillov commented on June 1, 2024 5

The cutscenes work without stuttering when you take out the audio file cutscenes.rpf from pc/audio/sfx. The theory is that the game is trying to sync the game with the audio files which cause the cutscenes to stutter, maybe there is a frame rate that will make the cutscene work smooth, but I'm not sure what fps to cap it at, for me the game had less stuttering at exactly 48 fps, came to this conclusion because usually, movies run in 24 fps so I just doubled it to make it run smoother, maybe this will make it run better for you. Give it a try.

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RecklessGlue540 avatar RecklessGlue540 commented on June 1, 2024 4

@Tomasak, can you reopen this? As it's in no way fixed...

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Undisputed00x avatar Undisputed00x commented on June 1, 2024 3

Definitely not a fix but an improvement to this issue, still it should stay open @Tomasak @Coldhaz .

PlayStation 3 (RPCS3, VSync disabled, 60FPS Patch, VBlank frequency to 120hz) https://streamable.com/stlxa7

This is how cutscenes should have played with this "fix"

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Undisputed00x avatar Undisputed00x commented on June 1, 2024 3

Again deleted cutscenes.rpf to compare the differences after the 2.0 update and its pretty visible on my 144hz display that FusionFix 2.0 didnt actually fix the issue at all

This is how a fix would look like (after ofc deleting cutscenes.rpf):
https://youtu.be/pCsBb0VEClw
Not sure how much clear the difference can be seen on YT here is the raw vid file:
https://pixeldrain.com/u/RPRn7ACk
It would be even better to check the game yourself by deleting the file on pc\audio\sfx\cutscenes.rpf

This is FusionFix 2.0:
https://youtu.be/kD_4LtHtpTM

@Tomasak @ThirteenAG
Once again im asking for this issue to be reopened as it should because its clear that the 2.0 update is about an improvement and not a fix of cutscenes stuttering, im not demanding from devs to invest their free time on fixing this but at least leave the issue open so it can be visible in a case of a possible future fix attempt.

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RecklessGlue540 avatar RecklessGlue540 commented on June 1, 2024 3

Best example of how it should look: https://www.youtube.com/watch?v=yltP_dYU3mE
Looks surreal.... : )
There's even comments about it lool

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ThirteenAG avatar ThirteenAG commented on June 1, 2024 2

@ThirteenAG because 1. Zolika Patch does not work on steam CE and 2. its not open source i dont trust him 😄

I know, so there's no fix. It doesn't exist. I can also claim I fixed every possible bug in IV, but code is private, and the binary also private.

EDIT @ThirteenAG also if thats the case why did you import dynamic shadows when Zolika has already done it 😥

I have no clue what he did or does, @Tomasak asked me to restore some shadows that were missing due to ide flags, and it was possible to do due to the same code being used to enable dynamic tree shadows, so we did it, simple as that.

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RecklessGlue540 avatar RecklessGlue540 commented on June 1, 2024 2

From my tests i see that the stuttering also occurs on console. It is a lot more reduced though. The Xbox 360 Version behaves similarly to the PC Version (A LOT smoother) while in the PS3 Version it's completely absent.

A friend of mine tried the "zokila's patch" and didn't work , and i tried setting the game at different fps and still stuttering

Zolika only fixed the cutscene zooming and claimed to have fixed the camera motion (doesn't really seem to work) and not the actual character / moving objects animation stutter.
Some comparison footage:
PC (1.2.0.59 RGL, Vanilla, VSync Off)
https://streamable.com/d1y6kk

Xbox 360 (Xenia Canary, VSync disabled in config - no differences with it enabled)
https://streamable.com/bp2ggf

PlayStation 3 (RPCS3, VSync disabled, 60FPS Patch, VBlank frequency to 120hz)
https://streamable.com/stlxa7
The PC and 360 versions might seem smoother in the videos but in reality they are a bit worse.
The PS3 version might have a few stutters in the video but plays flawlessly in game.

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ThirteenAG avatar ThirteenAG commented on June 1, 2024 1

@ReneSchimmelpfennig if thats true thats huge news, i hope @ThirteenAG also makes an effort fixing this issue

Why waste time in doing duplicate work?

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JackSound01 avatar JackSound01 commented on June 1, 2024 1

A friend of mine tried the "zokila's patch" and didn't work , and i tried setting the game at different fps and still stuttering, any fix or fusion fix is going to have an update for that??

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RecklessGlue540 avatar RecklessGlue540 commented on June 1, 2024 1

cutscenes.rpf file sizes for each platform are as follows:

PlayStation 3: 448 MB (470,765,568 Bytes)
Xbox 360: 483 MB (507,496,448 Bytes)
PC: 808 MB (847,894,528 Bytes)

That would't explain why there is a difference between the Xbox 360 (Stutter is present) and the PS3 (Stutter not there) since the differences between them in file sizes are very small (Sound formats are different though).

What if because the audio files are so big the game is having trouble loading them fast enough on high frame rate, so removing the files frees up resources to run the cutscenes smoothly, maybe trying to reduce the cutscene audio size will help?

I don't think the stutters are related to the actual frame rate since you can probably see in the PS3 video above that the frame rate drops heavily when the camera turns around to the city (lower - mid 40s) and it doesn't stutter at all.
Should I also mention that cutscene stutter also occurs in other RAGE games?
RDR1 and GTAV are well known cases already based on this video:

https://www.youtube.com/watch?v=m9QmGxSKZ_4 - minute 9:10 to 9:50

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Undisputed00x avatar Undisputed00x commented on June 1, 2024 1

Fixed on 2.0

Character animations still aren't as smooth as they should play without the cutscenes.rpf tho. Not for me at least.

Despite the improvement i agree that the smoothness is not as it should have been

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RecklessGlue540 avatar RecklessGlue540 commented on June 1, 2024 1

Here it is. Looks like the camera pans aren't any better either.
https://streamable.com/4qit6w

Also, when the camera focuses the cook's face (1:21), the room gets a bluish tint? Probably timecycle modifiers related as those had some changes in this update.

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Undisputed00x avatar Undisputed00x commented on June 1, 2024 1

I really have no idea what may be causing it. Another theory: When you reach a specific time in a cutscene, everything will play flawlessly (regardless of the platform) for a few seconds until it stutters back again. Those specific durations are reached when the cutscene has to switch it's animation file (since cutscenes are split into sections). However, in between that time, the audio will still stay in sync (The audio being a single file that's not split into sections). That still wouldn't explain why short cutscenes (those without sections) still stutter.

My first cutscene sample on YT 60fps: https://www.youtube.com/watch?v=kD_4LtHtpTM

I also notice what @RecklessGlue540 says, but i see that the faster cutscene objects move the more the stutter is visible like Roman's car on first cutscene. Cutscenes in general feel smoother like in some moments there are 100% smooth (I play on 144hz monitor) but mostly there are visible frames on scenes that seem to be a little off

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RecklessGlue540 avatar RecklessGlue540 commented on June 1, 2024 1

Alright. To clarify things a little bit more, the supposed fix that ships with the latest version is actually a workaround (It's clearly stated in the source anyway).

Now, I think this workaround basically just detects when the cutscene zooms in and / or stutters and it immediately resets the zoom factor and / or the motion rate the cutscene runs at currently.

I can literally see that when the cutscene camera changes, i see the broken zoom for a split second, then the workaround immediately resets the zoom factor of the camera. Same goes for the stuttering (which in that case only the camera stuttering was fixed, still leaving the characters stuttering about). - Maybe, i don't know, just another stupid theory...

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RecklessGlue540 avatar RecklessGlue540 commented on June 1, 2024 1

In Riva at 60fps or 30fps?

Any framerate...
in the interval of 0 - 60, i mean. OpenIV is hard capped at 60...

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JackSound01 avatar JackSound01 commented on June 1, 2024 1

Again deleted cutscenes.rpf to compare the differences after the 2.0 update and its pretty visible on my 144hz display that FusionFix 2.0 didnt actually fix the issue at all

This is how a fix would look like (after ofc deleting cutscenes.rpf): https://youtu.be/pCsBb0VEClw Not sure how much clear the difference can be seen on YT here is the raw vid file: https://pixeldrain.com/u/RPRn7ACk It would be even better to check the game yourself by deleting the file on pc\audio\sfx\cutscenes.rpf

This is FusionFix 2.0: https://youtu.be/kD_4LtHtpTM

@Tomasak @ThirteenAG Once again im asking for this issue to be reopened as it should because its clear that the 2.0 update is about an improvement and not a fix of cutscenes stuttering, im not demanding from devs to invest their free time on fixing this but at least leave the issue open so it can be visible in a case of a possible future fix attempt.

This issue needs to be re open, still stutters a lot like the old version

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RecklessGlue540 avatar RecklessGlue540 commented on June 1, 2024 1

Opened another one: #246

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Undisputed00x avatar Undisputed00x commented on June 1, 2024

If someone has an update to this issue please share

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Prototaxis avatar Prototaxis commented on June 1, 2024

The cutscenes work without stuttering when you take out the audio file cutscenes.rpf from pc/audio/sfx. The theory is that the game is trying to sync the game with the audio files which cause the cutscenes to stutter, maybe there is a frame rate that will make the cutscene work smooth, but I'm not sure what fps to cap it at, for me the game had less stuttering at exactly 48 fps, came to this conclusion because usually, movies run in 24 fps so I just doubled it to make it run smoother, maybe this will make it run better for you. Give it a try.

You could try 48000/1001 (NTSC 23.976*2) FPS and see if it eliminates stutter.
What's the cutscenes.spf audio files' sample rate? Depending on the frequency we can calculate an FPS value for the video that will stay in sync with the audio. E.g. 48kHz audio files usually have 46.875 FPS (48000/1024, so 1024 samples per frame).

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Undisputed00x avatar Undisputed00x commented on June 1, 2024

The cutscenes work without stuttering when you take out the audio file cutscenes.rpf from pc/audio/sfx. The theory is that the game is trying to sync the game with the audio files which cause the cutscenes to stutter, maybe there is a frame rate that will make the cutscene work smooth, but I'm not sure what fps to cap it at, for me the game had less stuttering at exactly 48 fps, came to this conclusion because usually, movies run in 24 fps so I just doubled it to make it run smoother, maybe this will make it run better for you. Give it a try.

You could try 48000/1001 (NTSC 23.976*2) FPS and see if it eliminates stutter. What's the cutscenes.spf audio files' sample rate? Depending on the frequency we can calculate an FPS value for the video that will stay in sync with the audio. E.g. 48kHz audio files usually have 46.875 FPS (48000/1024, so 1024 samples per frame).

Audio files of pc/audio/sfx/cutscenes.rpf are sampled at 32Khz

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mrkillov avatar mrkillov commented on June 1, 2024

What about if we can export cutscenes.rpf file covert the audio file from 32Khz to like 92 or 48 khz maybe that will actually solve the issue.

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Coldhaz avatar Coldhaz commented on June 1, 2024

But how will we do that?

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mrkillov avatar mrkillov commented on June 1, 2024

I know there is an audio export tool called IVAudioeditor v1, maybe it will let us extract the cutscenes.rpf files and then we can use something like Audacity to covert the audio files into higher khz. But I'm not sure if it possible to import those new audio files back into .rpf file. I got to test this theory out, I'll update you on the conclusion.

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Undisputed00x avatar Undisputed00x commented on June 1, 2024

I know there is an audio export tool called IVAudioeditor v1, maybe it will let us extract the cutscenes.rpf files and then we can use something like Audacity to covert the audio files into higher khz. But I'm not sure if it possible to import those new audio files back into .rpf file. I got to test this theory out, I'll update you on the conclusion.

Use OpenIV for import/export of audio files, also check the audio file format

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mrkillov avatar mrkillov commented on June 1, 2024

I know there is an audio export tool called IVAudioeditor v1, maybe it will let us extract the cutscenes.rpf files and then we can use something like Audacity to covert the audio files into higher khz. But I'm not sure if it possible to import those new audio files back into .rpf file. I got to test this theory out, I'll update you on the conclusion.

Use OpenIV for import/export of audio files, also check the audio file format

I was able to export the audio files and convert them into 48khz and port them back into the game, even if I convert the file above the 48 khz when I import it shows 48 khz anyway, I was able to play the game but when the game is not capped with fps limit, the same issue exists, it stutters, but at when fps is capped at 48 fps the game runs almost perfect, I did not test 46.875 FPS cause my frame limiter don't support fractional fps cap, but I did test 46 fps but it has no difference.
image

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Undisputed00x avatar Undisputed00x commented on June 1, 2024

@mrkillov But that isnt 60fps

EDIT: i used Andrew's IV audio editor to import my 48khz .wav audio file of GTA's IV intro cutscene but the audio file that this software exports sounds a little bit wrong and it didnt fix the jittering issue neither at 60 nor 48 fps.

EDIT(2): With the original cutscenes.rpf capping the frames on cutscenes at 46.875fps or even at 48 fps quite reduces the jittering compared with the 60 fps cap, but still there is not that 60fps fluidity, i was checking the animations of game's intro at pc/anim/cuts.img with OpenIV and in terms of smoothness the difference is quite huge with the ingame's cutscenes.

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Prototaxis avatar Prototaxis commented on June 1, 2024

@mrkillov But that isnt 60fps

EDIT: i used Andrew's IV audio editor to import my 48khz .wav audio file of GTA's IV intro cutscene but the audio file that this software exports sounds a little bit wrong and it didnt fix the jittering issue neither at 60 nor 48 fps.

EDIT(2): With the original cutscenes.rpf capping the frames on cutscenes at 46.875fps or even at 48 fps quite reduces the jittering compared with the 60 fps cap, but still there is not that 60fps fluidity, i was checking the animations of game's intro at pc/anim/cuts.img with OpenIV and in terms of smoothness the difference is quite huge with the ingame's cutscenes.

Resampling the audio to 48kHz is not a good idea and may very possibly result in quality loss. Preserving quality in such scenarios is not an easy task and shouldn't be done with Audacity in any case.

As far as I understand ADPCM, unlike AAC for example, can use arbitrary chunk sizes (sample-per-frame values), but if we assume that its spf value is 1024, then the framerate for 32kHz sample rate is 32000/1024=31.25FPS. In any case, I don't think this will resolve the issue based on your observations.

I think the objective here should be to find the underlying cause of the jitter, rather than limiting the framerate of the cutscenes.

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Prototaxis avatar Prototaxis commented on June 1, 2024

The cutscenes work without stuttering when you take out the audio file cutscenes.rpf from pc/audio/sfx. The theory is that the game is trying to sync the game with the audio files which cause the cutscenes to stutter, maybe there is a frame rate that will make the cutscene work smooth, but I'm not sure what fps to cap it at, for me the game had less stuttering at exactly 48 fps, came to this conclusion because usually, movies run in 24 fps so I just doubled it to make it run smoother, maybe this will make it run better for you. Give it a try.

You could try 48000/1001 (NTSC 23.976*2) FPS and see if it eliminates stutter. What's the cutscenes.spf audio files' sample rate? Depending on the frequency we can calculate an FPS value for the video that will stay in sync with the audio. E.g. 48kHz audio files usually have 46.875 FPS (48000/1024, so 1024 samples per frame).

Audio files of pc/audio/sfx/cutscenes.rpf are sampled at 32Khz

Could I have the extracted original audio files? I don't have GTA IV installed at the moment.

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Undisputed00x avatar Undisputed00x commented on June 1, 2024

@Prototaxis original 32khz .wav file of game's intro cutscene
https://pixeldrain.com/u/Vs7bqfeo

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ReneSchimmelpfennig avatar ReneSchimmelpfennig commented on June 1, 2024

Has been fixed in ZolikaPatch now, shame that he's not much of a fan of open source...

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Undisputed00x avatar Undisputed00x commented on June 1, 2024

@ReneSchimmelpfennig if thats true thats huge news, i hope @ThirteenAG also makes an effort fixing this issue

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Undisputed00x avatar Undisputed00x commented on June 1, 2024

@ThirteenAG because 1. Zolika Patch does not work on steam CE and 2. its not open source i dont trust him 😄

EDIT @ThirteenAG also if thats the case why did you import dynamic shadows when Zolika has already done it 😥

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ThirteenAG avatar ThirteenAG commented on June 1, 2024

I would also like to point out that there's many contributors to this project, and recent updates are only possible thanks to @Parallellines0451, @Tomasak, @robi29, @RaphaelK12, @MagicAl6244225, @Ash_735 and many others. Anyone is free to contribute.

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Prototaxis avatar Prototaxis commented on June 1, 2024

@Prototaxis original 32khz .wav file of game's intro cutscene https://pixeldrain.com/u/Vs7bqfeo

@AndiDink00x Thanks. Looking at the file at the moment, the last few seconds are corrupted. Is that a file transfer issue or do you also get the same problem?

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Undisputed00x avatar Undisputed00x commented on June 1, 2024

@Prototaxis No its corrupted from source and other files are good but Zolika's note to this fix is "Fixed jittery camera motion in cutscenes at high framerates " maybe this issue has nothing to do with audio files idk ...

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Prototaxis avatar Prototaxis commented on June 1, 2024

Well then I don't see why removing the cutscenes audio file would fix the issue.

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mrkillov avatar mrkillov commented on June 1, 2024

Well then I don't see why removing the cutscenes audio file would fix the issue.

What if because the audio files are so big the game is having trouble loading them fast enough on high frame rate, so removing the files frees up resources to run the cutscenes smoothly, maybe trying to reduce the cutscene audio size will help?

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Prototaxis avatar Prototaxis commented on June 1, 2024

Well then I don't see why removing the cutscenes audio file would fix the issue.

What if because the audio files are so big the game is having trouble loading them fast enough on high frame rate, so removing the files frees up resources to run the cutscenes smoothly, maybe trying to reduce the cutscene audio size will help?

@mrkillov Can you confirm that removing the file completely eliminates stutter? Because in that case we assume it's an audio decoding/syncing issue. Otherwise, it's an unrelated performance issue which can be partially solved by freeing up resources, such as those required for the decoding process, so not inherently an audio-related issue.

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mrkillov avatar mrkillov commented on June 1, 2024

Well then I don't see why removing the cutscenes audio file would fix the issue.

What if because the audio files are so big the game is having trouble loading them fast enough on high frame rate, so removing the files frees up resources to run the cutscenes smoothly, maybe trying to reduce the cutscene audio size will help?

@mrkillov Can you confirm that removing the file completely eliminates stutter? Because in that case we assume it's an audio decoding/syncing issue. Otherwise, it's an unrelated performance issue which can be partially solved by freeing up resources, such as those required for the decoding process, so not inherently an audio-related issue.

Yes I actually I recorded some gameplay without cutscenes audio files being present, the video has audio but dont mind it because I added it afterwards during editing of this video, but this shows an example of how exactly the game would play like without stuttering. https://youtu.be/3Q_e_q7o9Jg so I can confirm that removing cutscenes audio remove stuttering completely.

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MagicAl6244225 avatar MagicAl6244225 commented on June 1, 2024

@mrkillov But that isnt 60fps
EDIT: i used Andrew's IV audio editor to import my 48khz .wav audio file of GTA's IV intro cutscene but the audio file that this software exports sounds a little bit wrong and it didnt fix the jittering issue neither at 60 nor 48 fps.
EDIT(2): With the original cutscenes.rpf capping the frames on cutscenes at 46.875fps or even at 48 fps quite reduces the jittering compared with the 60 fps cap, but still there is not that 60fps fluidity, i was checking the animations of game's intro at pc/anim/cuts.img with OpenIV and in terms of smoothness the difference is quite huge with the ingame's cutscenes.

Resampling the audio to 48kHz is not a good idea and may very possibly result in quality loss. Preserving quality in such scenarios is not an easy task and shouldn't be done with Audacity in any case.

As far as I understand ADPCM, unlike AAC for example, can use arbitrary chunk sizes (sample-per-frame values), but if we assume that its spf value is 1024, then the framerate for 32kHz sample rate is 32000/1024=31.25FPS. In any case, I don't think this will resolve the issue based on your observations.

I think the objective here should be to find the underlying cause of the jitter, rather than limiting the framerate of the cutscenes.

Does this imply cutscenes shouldn't stutter at 32FPS? Since 48 is 1.5×32, that could account for 48 FPS being a relative sweet spot. Looks pretty smooth when I set CutsceneFpsLimit to 64.

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Prototaxis avatar Prototaxis commented on June 1, 2024

@mrkillov But that isnt 60fps
EDIT: i used Andrew's IV audio editor to import my 48khz .wav audio file of GTA's IV intro cutscene but the audio file that this software exports sounds a little bit wrong and it didnt fix the jittering issue neither at 60 nor 48 fps.
EDIT(2): With the original cutscenes.rpf capping the frames on cutscenes at 46.875fps or even at 48 fps quite reduces the jittering compared with the 60 fps cap, but still there is not that 60fps fluidity, i was checking the animations of game's intro at pc/anim/cuts.img with OpenIV and in terms of smoothness the difference is quite huge with the ingame's cutscenes.

Resampling the audio to 48kHz is not a good idea and may very possibly result in quality loss. Preserving quality in such scenarios is not an easy task and shouldn't be done with Audacity in any case.
As far as I understand ADPCM, unlike AAC for example, can use arbitrary chunk sizes (sample-per-frame values), but if we assume that its spf value is 1024, then the framerate for 32kHz sample rate is 32000/1024=31.25FPS. In any case, I don't think this will resolve the issue based on your observations.
I think the objective here should be to find the underlying cause of the jitter, rather than limiting the framerate of the cutscenes.

Does this imply cutscenes shouldn't stutter at 32FPS? Since 48 is 1.5×32, that could account for 48 FPS being a relative sweet spot. Looks pretty smooth when I set CutsceneFpsLimit to 64.

I had the same thought. Is it as smooth as when you remove the cutscenes file?

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mrkillov avatar mrkillov commented on June 1, 2024

@mrkillov But that isnt 60fps
EDIT: i used Andrew's IV audio editor to import my 48khz .wav audio file of GTA's IV intro cutscene but the audio file that this software exports sounds a little bit wrong and it didnt fix the jittering issue neither at 60 nor 48 fps.
EDIT(2): With the original cutscenes.rpf capping the frames on cutscenes at 46.875fps or even at 48 fps quite reduces the jittering compared with the 60 fps cap, but still there is not that 60fps fluidity, i was checking the animations of game's intro at pc/anim/cuts.img with OpenIV and in terms of smoothness the difference is quite huge with the ingame's cutscenes.

Resampling the audio to 48kHz is not a good idea and may very possibly result in quality loss. Preserving quality in such scenarios is not an easy task and shouldn't be done with Audacity in any case.
As far as I understand ADPCM, unlike AAC for example, can use arbitrary chunk sizes (sample-per-frame values), but if we assume that its spf value is 1024, then the framerate for 32kHz sample rate is 32000/1024=31.25FPS. In any case, I don't think this will resolve the issue based on your observations.
I think the objective here should be to find the underlying cause of the jitter, rather than limiting the framerate of the cutscenes.

Does this imply cutscenes shouldn't stutter at 32FPS? Since 48 is 1.5×32, that could account for 48 FPS being a relative sweet spot. Looks pretty smooth when I set CutsceneFpsLimit to 64.

I had the same thought. Is it as smooth as when you remove the cutscenes file?

I just recorded a test run of the first mission cutscene side by side comparison at 60fps capped one with sound and one without sound file, clearly one without sound runs way smoother, check it out: https://www.youtube.com/watch?v=SW5d1rUH8b4

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mrkillov avatar mrkillov commented on June 1, 2024

I also tested 30 fps capped and game works perfect without stutter with sound but it's not as pleasant as 60 fps.

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Prototaxis avatar Prototaxis commented on June 1, 2024

I also tested 30 fps capped and game works perfect without stutter with sound but it's not as pleasant as 60 fps.

I was specifically referring to 64fps (or 32fps) with sound vs no sound.

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Prototaxis avatar Prototaxis commented on June 1, 2024

If audio is indeed what causes this issue, then there's no way to fix it as the decoder is in the engine itself (in the binary) and it's impossible to swap it with a different, more stable decoder.

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mrkillov avatar mrkillov commented on June 1, 2024

Well I guess we can reverse engineer the the encrypted code, then we probably could fix this 😄 anybody knows how to read machines code?

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Coldhaz avatar Coldhaz commented on June 1, 2024

Unfortunately I don't know how to read machine codes.

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RecklessGlue540 avatar RecklessGlue540 commented on June 1, 2024

Fixed on 2.0

Character animations still aren't as smooth as they should play without the cutscenes.rpf tho. Not for me at least.
Can anyone else test it?

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JackSound01 avatar JackSound01 commented on June 1, 2024

Fixed on 2.0

Character animations still aren't as smooth as they should play without the cutscenes.rpf tho. Not for me at least. Can anyone else test it?

Really?? Could you upload an example?

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RecklessGlue540 avatar RecklessGlue540 commented on June 1, 2024

I really have no idea what may be causing it.
Another theory:
When you reach a specific time in a cutscene, everything will play flawlessly (regardless of the platform) for a few seconds until it stutters back again.
Those specific durations are reached when the cutscene has to switch it's animation file (since cutscenes are split into sections).
However, in between that time, the audio will still stay in sync (The audio being a single file that's not split into sections).
That still wouldn't explain why short cutscenes (those without sections) still stutter.

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RecklessGlue540 avatar RecklessGlue540 commented on June 1, 2024

I play on 144hz

I thought the stuttering gets more manageable at abysmally high frame rates (Like 200 and up). Doesn't seem like it on your setup....

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RecklessGlue540 avatar RecklessGlue540 commented on June 1, 2024

From basic testing, it seems like those stutters are also present when running the cutscenes in OpenIV.
However, if you were to cap the frame rate using RivaTuner (which also caps the frame times, very important it seems), the cutscenes are completely smooth. No idea what's up with that...

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JackSound01 avatar JackSound01 commented on June 1, 2024

From basic testing, it seems like those stutters are also present when running the cutscenes in OpenIV. However, if you were to cap the frame rate using RivaTuner (which also caps the frame times, very important it seems), the cutscenes are completely smooth. No idea what's up with that...

In Riva at 60fps or 30fps?

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Undisputed00x avatar Undisputed00x commented on June 1, 2024

From basic testing, it seems like those stutters are also present when running the cutscenes in OpenIV. However, if you were to cap the frame rate using RivaTuner (which also caps the frame times, very important it seems), the cutscenes are completely smooth. No idea what's up with that...

Doesnt work for me, capped also at fractional framerate 59.94 still no improvement

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RecklessGlue540 avatar RecklessGlue540 commented on June 1, 2024

From basic testing, it seems like those stutters are also present when running the cutscenes in OpenIV. However, if you were to cap the frame rate using RivaTuner (which also caps the frame times, very important it seems), the cutscenes are completely smooth. No idea what's up with that...

Doesnt work for me, capped also at fractional framerate 59.94 still no improvement

In OpenIV?

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Undisputed00x avatar Undisputed00x commented on June 1, 2024

@RecklessGlue540 Oh i thought your talking about ingame, in OpenIV animations play buttery smooth without any frames cap

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RecklessGlue540 avatar RecklessGlue540 commented on June 1, 2024

in OpenIV animations play buttery smooth without any frames cap

Heh, not for me.

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RecklessGlue540 avatar RecklessGlue540 commented on June 1, 2024

Yeah, seems like audio sample rate and file size don't help either. Took me some time reducing the sample rate to 16000hz using Audacity and still it stutters. Used the above cutscene at base.
Here's the file anyway: https://www.mediafire.com/file/3ld1uo1ggjo7xsg/ROM3_A/file
Definitely something somewhere else....

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