OS: Windows 10
Version: Both 0.2.1 and current dev build
Commit/Build: Both 8ac731e and 51fc2fe
Without the framerate delimiter, guests move as normal (e.g as expected from RCT1) at any framerate.
Turning on the framerate delimiter causes all guests/staff to move at speeds proportional to the framerate. In specific, lower framerates increase the guest/staff speed, suggesting that their speed increases as v = v0 * 40/FPS, or similar. This is especially noticeable at FPS of about 6-10, in savefiles with many guests.
Steps to reproduce:
Screenshots / Video:
I could record if necessary, but the combination of low FPS in-game and high enough FPS to get a good recording may be very difficult to achieve on my computer set-up.
What do you mean by the framerate delimiter?
Well uncap fps, no?
If the game runs with Uncap FPS and the Framerate drops below 30 or something the peeps seem to run slightly faster.
I think the game will update more than one cycle per draw frame if the FPS is low, sort of as a catch up.
I'm already on it, the issue is that it has two loops, it should only run one in a fixed rate. Almost done.
Can you test with https://ci.appveyor.com/project/IntelOrca/openrct2-ject9/builds/21642174/job/w0qnd297bp8t951g/artifacts if that fixes the issue?
Yes, this fixes the different speeds with/without the frame delimiter at low/high frame rates.
Unrelated (Mention for pull request #8594):
Something else of interest is that the build you link there doesn't have the problem where pressing the LMB/RMB at low framerate tanks the game speed considerably (while keeping the same FPS counter value) - as can be seen here (51fc2fe): Imgur link to gif (_The circle around the black cursor indicates a mouse click_).
EDIT: That's pretty amazing because the original RCT2 has that issue but your commit doesn't have it.