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From never before seen enemies and quality of life gameplay tweaks, to a revamped hacking system and visceral new combat options featuring a brutal dismemberment system, the System Shock remake welcomes players new and old back to Citadel Station and the arms of the delightfully villainous SHODAN. The System Shock remake combines the cult gameplay of the iconic original game with all-new HD visuals, updated controls, an overhauled interface and all-new sounds and music. We had hoped to bring the game to market by the end of March, but that turned out to be just beyond our reach we are after all merely human (unlike Shodan!). If you can't stomache locking the game to 30 FPS you can play the game like it was played in the 90s and abstain from using mouselook completely.The full statement can be read below, but note that the console versions (PS4, PS5, Xbox One, Xbox Series S|X) are currently not dated, and the developer says it will announce more details when it has them. This will eliminate the microstutter and still allow you to use mouselook.
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You can also lock the entire game to 30 FPS and play it that way. Just remember that these versions still has the stuck enemies bug that makes the game a lot easier. For every third step(yes, literal steps) your guy takes you'll experience this disparaty as microstutter.Ī proper fix that solves both the microstutter and the stuck enemies-bug is in development but it requires a substantial engine rewrite from the lone dev who's working on SS:ED(and other games) which is why it's taking so long.įor now you can rid yourself of the microstutter by rolling back to a version prior to 1.2.16 (like 1.2.15 for example). The code that simulates player movement in System Shock was extremely complex for its time and even simulates individual steps. However, the modernity that is mouselook isn't bound to these movement restrictions so what you're seeing is the disparaty between the movement of the camera and the movement of the player. To fix this bug every entity movement in the game was locked to the original games limit of 30 FPS and since the player is a physical entity in this game it restricts the player too. Versions prior to 1.2.16 didn't have this issue but instead suffered from a bug that caused enemies to get stuck on corners. What's causing the microstutter is a very complex issue who's explanation I can't do justice but I can give you a simplified rundown. You can't remove the microstutter with any of the above aforementioned approaches because the issue is hardcoded into the engine.
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