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Topic on User talk:Rose

Hi, thank you for pointing out the issues with my edit on Unity. Before making the new edit though, I thought I should discuss a few matters.

1. ACU has dither-in/dither-out effect when it comes to LOD. A continuously condensing dithering filter will be put on primarily large objects (entire buildings/simplified models, trees/2D sprites, etc.) and then on small details (objects such as lamps and leaves (at the highest LOD setting) or small dirt textures on walls, etc.) as the player approaches them until the old models are swapped out with the new ones. The time window for this is very small (less than a second) unless the player hits 125 FPS. at 125-130 FPS range the time window for small objects will increase exponentially and at 130 FPS+ most assets won't be loaded completely. I have a few screenshots demonstrating this but don't know how to post them on the site, but this very easy to prove. Your note which says: "The weight of the effect is to be judged by each player for themselves" implies that this is subjective but I don't see how. If what the player sees is having their character suspended in mid-air if they enter a building or have the rest of the city look like a very poorly made arts and crafts project, that's an undeniable hit to the presentation. Having said that, I'm still unsure as to how to enter the 120+ FPS status. The player can technically hit 120 FPS but above that is such a broken mess that it's simply unplayable; this is for 120 PLUS after all. [On a side note this may be fixable with a few hex edits, but it's very difficult for me to determine the exact hex value, maybe more experienced users can look into this?]

2. After AC I, every game in the series have been using mouse smoothing and before AC Syndicate all of them have the exact issue: mouse sensitivity is tied to FPS. This could render games that would have been completely fine at high FPS, absolutely unplayable with a mouse (This issue doesn't effect arrow keys or right analog stick, despite sharing the same values) and unity's no different. I could increase the sensitivity exclusively on unity with Cheat Engine and I can provide a guide but I couldn't do it on other entries, but the same principle still applies; it's still a static value loaded on to the memory. Because of this, I thought I should mention Cheat Engine on these entries so others could look into it themselves. I have the intension of adding the guide to Unity, but seeing the Cheat Engine part removed made me question what would happen if add this in on other pages.

Sorry for making this post so long and thanks for reading.