Optimizing only goes so far when the game was never meant to be on said hardware to begin with. The fact that Warframe is running on it is amazing enough, but this is also a problem with being port-happy trying to get a game to run everything, even your toaster. I have a bad feeling that this is something that will not be fixed on Switch. I've played few hours and it looks great but I would rather have it look like a potato but had crisp response instead.Īs it is my 3 years old Chinese Windows 10 tablet with Intel Core M3 CPU and integrated graphics run this game better than Switch does. Warframe in this case is even worse because it's rather fast paced. To be honest Warframe on Switch runs like Killzone 2 on PS3. It seems that Warframe is lagging behind few frames more to maintain 30fps (even then there are noticeable drops, just turn off rather disgustingly strong motion blur and it's all choppy half of the time). Any contributions you make are greatly appreciated.Input lag is the result of optimization and hardware though - because they stall game logics thread so gpu thread can keep up (and thus results in better framerate but at a cost input lag - it's a very common practice for consoles, also most PC titles have One Frame Thread Lag enabled by default because input lag is neglible, and FPS almost doubles depending on hardware). ContributingĬontributions are what make the open source community such an amazing place to be learn, inspire, and create. See the open issues for a list of proposed features (and known issues). radio end end end exports( "GetPlayersInRadioChannels ", GetPlayersInRadioChannels)Įxports( "GetPlayerRadioChannel ", GetPlayerRadioChannel) Roadmap Players = radioDataĮnd function GetPlayerRadioChannel(serverId) If channel ~= nil then if radioData ~= nil then Add the following code below to pma-voiceįor i = 1, #channels do local channel = tonumber(channels).Setup ace permissions (more info in config file).Add to your server.cfg ensure radioPanicButton.Rename the resource to just "radioPanicButton".= 2, - Broadcasts the panic button to frequency 1 = 1, - Broadcasts the panic button to frequency 1 = 3, - Allows the panic button to be used in frequency 1 = 2, - Allows the panic button to be used in frequency 1 = 1, - Allows the panic button to be used in frequency 1 PanicButtonKey = 'n ', - This will be the original key for the panic button, each client can further customise the keybind inn their GTA V keybinds menu under the FiveM tab HaveRadioOpen = true, - Makes it so you have to have your radio open to hit the panic button NotificationsInBroadcastChannels = true, - Will only show notifications to the people in the channels specified in the broadcastChannels table below ShowNotification = true, - Shows a notification saying " pressed their panic button at " ShowBlip = true, - Shows a blip of the officer's locationīlipsInBroadcastChannels = true, - Will only show blips to the people in the channels specified in the broadcastChannels table belowīlipTimeout = 60, - Amount of time before the panic button blip gets deleted (in seconds) PanicButtonVolume = 0.8, - Panic button and dispatch audio volume PlayDispatchAudio = true, - Plays the dispatch audio (We have a 10-99.) PlayPanicButtonAudio = true, - Plays a beeping noise when you hit the panic button UseDiscordNameForLog = true, - If set to true it will put the user's instead of their in game name, unless they don't have a Discord account linkedĭiscordWebhookUrl = ' ', - Webhook to log panic button presses to LogToDiscord = false, - Logs panic button presses to Discord UsePmaVoice = false, - If set to true it will use pma-voice, if set to false it will use mumble-voipĪcePermissionName = 'panicButton ', - Example for config: add_ace group.leo panicButton allow
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