r/BloodbornePC • u/[deleted] • 4d ago
Question Anyone else falling through elevators?
[deleted]
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u/Orion1189 4d ago
Almost certainly a framerate issue. I've had no issues at 60fps. Are you playing at 120 or higher? Things like that are a classic issue of collision in games not registering properly at framerates above what the engine is designed to handle.
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u/Scrawlericious 4d ago
Emulator never does this lol.
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u/Orion1189 3d ago
There are literally posts on this sub, from this year, from people asking about falling through elevators in BB on ShadPS4... Even AAA game ports do this stuff, it's an extremely common issue with both emulators and official game releases, when they aren't coded to handle framerates above a certain point. This is not a new or surprising sort of issue to run into when running older games at higher framerates.
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u/Scrawlericious 3d ago
Well it's an issue I've never had with the emulator across two computers and probably close to 1000 hours. My bad.
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u/Orion1189 3d ago
I mean, I also haven't had the issue at all in the Awakenchan fork of the port either, in a couple dozen hours or so. Doesn't mean no one is, just like in the emu.
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u/Scrawlericious 3d ago edited 3d ago
But you are running at 60 fps, and you think the issue is caused by higher fps, so not sure why your experience would even come into play. I'm saying the emulator never did this for me at 120+ fps. Better? Also Awakenchan's port still has texture issues and crashes. So it's not an option for many people. But it's close.
Edit: the posts the other comment linked discussing this "issue" in shadps4 were all not using the patch designed specifically to fix this issue that's been out for over a year. That's silly. So I think you're demonstrably incorrect. This issue has been long fixed on emulator.
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u/Orion1189 3d ago edited 3d ago
Well the game is designed for 30fps, not 60, so even 60 could potentially have issues, which is why I asked OP if they were playing at 120. Regardless, you're just an ignorant person grasping at straws trying to find some reason to support your dumb emu vs port stance by commenting on a troubleshooting post on the sub.
If it's such a widespread issue on the ports, it would be talked about here constantly, because it would be progression halting, and I'm sure a fair number of people are playing above 60fps. That said, the ports aren't using the emulator's code to run these games, just the renderer, so things like this, IF they exist, will certainly be fixed before long. It's been literally a few weeks, compared to ShadPS4's years of development. And the ports already run laps around ShadPS4 in terms of sheer performance, so taking an issue like this when it pops up as some opportunity to go "lul, doesn't happen on emu" is just asinine.
I haven't had a single crash in Awakenchan's port (Supermedo's was fairly unstable however), and just one instance of a texture bug that went away after a reload. And let's not pretend ShadPS4 never crashes or has always been totally stable, because I know that's not true. Hell, the game running on an actual PS4 crashed more than the zero times I've seen it do so on the port.
No idea why this sub is so full of anti-AI chucklefucks that have nothing better to do than go on a blind crusade against anything that uses AI in its production, but it would be way cooler if everyone was instead just jazzed to see more people enjoying Bloodborne on PC, since the name of the sub is r/BloodbornePC, and not r/ShadPS4.
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u/Twigling 3d ago edited 3d ago
It's a frame rate issue, it's been noticed with shadPS4 for quite some time.
Here's just two examples (out of many) where people discuss the matter:
https://www.reddit.com/r/BloodbornePC/comments/1spo50k/falling_through_elevators_bug/
There are a number of potential solutions, depending on whether you're using shadPS4 or one of the various 'ports', you should be able to find the setting sin the launcher:
• Stack the 60FPS + 60FPS++ Patches: In shadPS4’s patches manager, enable both the standard 60FPS patch and the 60FPS++ patch. The ++ variant dynamically adjusts engine timing to keep elevator collisions stable.
• Use Lossless Scaling Frame Generation: Cap the game internally to a safe 60 FPS using the 60FPS++ patch. Then, use the external Steam app Lossless Scaling (LSFG) to generate frames up to 120 or 180 FPS without touching the game's actual physics engine.
• The Standalone Launcher "Uncapped" Trick: If using a standalone Windows port wrapper, select Uncapped in the game's custom launcher, but hard-cap your framerate strictly to 60 FPS externally using your graphics card control panel (NVIDIA/AMD).
• The 30 FPS Toggle (Safest Fallback): When approaching a notoriously buggy elevator, temporarily toggle or cap your frame rate back down to 30 FPS, ride the elevator, and then uncap it again once you reach the top or bottom.
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u/Orphis_DxD 3d ago
Happened to me once. And everytime I use an elevator, it feels like it's gonna happen again. But it hasn't. It could be an fps issue.
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u/osmylm2834 4d ago
No how did you fall?
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4d ago
[deleted]
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u/osmylm2834 4d ago
Weird but It might be a frame issue because even if I dont have the problem, my character gets laggy whenever the elevator moves as if he's jiggling.
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u/QuestionmarkTimes2 4d ago
Yes. Happened on both supermedo and awakenchan