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@VD15@pl.valkyrie.world

Post #4362567

2026-07-30 19:48 UTC

@quad@akko.quad.moe Happens with characters in auto-cutscenes, too. Really jarring when everything's running smooth and then a character turns around at half the framerate of everything else on screen. A lot of XBC2's shaders are tied to framerate, which is why a lot of 60fps mods for the switch 1 version have really janky hair physics and need to frop down to 30 in cutscenes anyway. I think you're right that they're interpolating things, and since adjusting a chatacter's rotation isn't technically an animation, it doesn't get interpolated and looks off...

Replies (1)

  • @quad@akko.quad.moe 2026-07-30 19:54

    @VD15@pl.valkyrie.world I dunno how the original game does things and how 60fps mods look, but they can either keyframe the animation and the engine figured out the movement in-between. But in the past, and for low-performance consoles like the Switch 1, I wouldn't put it past them to "bake" the animation instead. Where you relieve the engine of animation work by instead storing 30 (or whatever framerate) sets of position data per second, so the console only has to display the models in that position each frame, rather than calculating where they should be. My guess is that some stuff is baked at 30fps, and simply didn't get re-exported as 60fps, nor converted to using keyframes. The simplest way to convert stuff would be to mark those 30 sets as being regular keyframes rather than static positions, so the switch 2 would calculate the 30 missing to achieve 60fps. But they either didn't do that, or simply forgot to do so some places.

    Open ##4362568