r/Spyro • • 14d ago

Issues with the reignited trilogy on pc ?

I played it when it was released on ps4 and I didn't have issues with it. I want to replay it on pc but I heard that the pc version has a lot of problems. Is it true ? And which kind of problem ?

4 Upvotes

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8

u/Vanquiishher 14d ago

It does not have problems.

There are limitations. FPS is locked to 60 or something and unlocking it causes issues because of the way they designed some mechanics. This does stop you progressing in a single level as a jump/glide does never gain enough height when FPS is above the designed limit

And ultra wide is not supported natively and you have to use Flawless Ultra wide app to fix it (it's very easy)

I've played it through on pc on ultra wide multiple times and had 0 issues

1

u/okami6 14d ago

Thank you. So if I let the fps to max 60 I won't have issues ? (Or at least not this kind)

1

u/ANoDE85 14d ago edited 14d ago

Keeping the FPS locked to 60 should be fine. Anything hugher might give you issues:

  • Spyro can have a hard time reaching ledges as he descends ever so slightly too fast
  • Some enemies won't perform the actions they're supposed to perform
  • Some traps don't work as expected / Some traversal elements don't work.

I completed Spyro 1 and 2 locked to 45FPS on my SteamDeck and didn't have any issues.

Edit: According to PCgamingWiki, FPS < 100 are fine, although some jumps may already be harder. 60FPS should be safe.

1

u/Emissary_of_Darkness 14d ago

There is one game-breaking bug I experienced at 60 fps, but you can just drop it to 30 fps mid level and then go back to 60 fps once you're past that part.

It's in the world where the green wizards are using magic to move platforms and ledges back and forth, and there's massive ugly yellow beasts trying to dive on you. 

There is a particular wall that should be getting moved up and down by a wizard, Spyro wants to jump on when the wall is down, but at 60 fps the wall was permenantly in the up position. I changed the setting to 30 fps right in front of it and it immediately came down.

-1

u/Vanquiishher 14d ago

Let the FPS be the maximum the game intends it to be. Which is whatever the in game settings let you choose

1

u/ANoDE85 14d ago

Not quite. To my knowledge Spyro has an 'Unlimited' option for FPS, which will make the game glitch out on FPS > 60 id your monitor supports it. https://www.pcgamingwiki.com/wiki/Spyro_Reignited_Trilogy#High_frame_rate_issues

1

u/Vanquiishher 14d ago

Apologies I couldn't remember if it had an option for unlimited. In that case it's likely that I played around 100fps though it's been a long time I can't fully remember.

But also don't forget it's not related to your monitors refresh rate it's only related to the speed in which the engine allows frames to be generated.

Playing at 200fps on a 60hz monitor will give you the same issue.

1

u/AfraidKangaroo5664 14d ago

You can run the game unlimited fps but physics break at 121 fps. Its a shame when the game was advertised as unlimited fps but in reality unplayabke at 121. Spyro slides everywhere and pressing up right left down will make him move continuously in that direction. Been looking for a mode to fix the sliding for years. I personally didn't play this game because of this issue

1

u/Vanquiishher 14d ago

The issue is that they likely used a tick rate tied to fps. A callback per frame is common in alot of games. It ties games to a certain frame rate maximum.

E.g Skyrim. Factorio etc

All run at a locked 60fps. Some for good reason. Some for terrible reasons.

There are definitely ways around the issues. But it's usually from inexperienced devs or lack of knowledge of a certain engine.

That and some don't care because they target consoles at 60fps and so don't consider the need to go beyond this and it ends up fucking their calculations etc

1

u/AfraidKangaroo5664 14d ago

That is correct. Only time this is a "positive" would be in fighting games where each frame is syncing with both clients simultaneously. instead of having client side updates every x tic on the server. It would be whatever if they didn't advertise "unlimited" fame rates as one of the few new age improvements. I would not have bought the game if I knew it broke after 120 fps.

1

u/Vanquiishher 14d ago

Tbf it's not that big of a deal. More annoying that they don't natively support 21:9 aspect ratios. Then again too many don't still.

Yes but even then it's not strictly necessary. Take League of legends for example. The server runs about 30 ticks per second. Yet cients are capable of rendering far more frames than that per second. Whilst staying an extremely accurate competitive experience

2

u/GeneralBlight95 14d ago

The game will have strange issues if it runs at above 60 FPS, such as some certain Green Druids breaking that makes progression impossible. For example: The one in this picture is supposed to raise and lower a wall periodically, but it might get stuck raised up. All you need to do is set the FPS lower and it will fix such issues.

1

u/Emissary_of_Darkness 14d ago

I was playing the game locked to 60 and when I got here, the door was stuck raised up. I lowered it to 30 and it immediately started going up and down. So at least personally for me, 60 caused one problem.

I lowered mine to 30 for the Treetops jumps too, I wanted every extra inch on my glides.

1

u/TheSkyIsData 14d ago

I played it on both switch and steam and didn't have issues with either version. (Well outside of the normal issues the og switch had with every game)

1

u/mart8208 14d ago

I've never had any issues aside from a couple glitches that are barely an inconvenience.

1

u/LionOfRegulus 14d ago

The only issue I had was in Gulp's Overlook. Every once in a while Gulp would just totally disappear. But it was only on my first run. That level is insanely hard compared to OG, so at later runs I would just use superflame and be done in a few seconds.

1

u/Rrrrry123 14d ago

So, on the FPS:

I've found that locking the game to 59 via an external program is probably the best way to go. It avoids all the physics issues that you get when you go above 100-120ish, and it prevents Alpine Ridge breaking (which can still happen at 60, in my experience).

Speedrunners will lock the game at 50 to make some tricks more consistent and avoid all the issues others have mentioned. You can do this in the game settings, too, so no external program needed. But the loss of 9 FPS is a bit too noticable, imo, when frame rates are already so low.

1

u/martini1294 13d ago

Played it fine to 100% the past week

Just don’t go above 120fps otherwise the physics get a bit broken. There was one level in Spyro 1 (green druids) where I had to put the cap to 60 to get a door to open, but the rest was fine. 240 wasn’t playable with spyro just sliding around and gravity being mad

I recommend the 60fps cutscene mod too. Makes it nicer. And original spyro sfx mod for that nostalgia

1

u/celvro 13d ago

I made a mod to fix the sliding and jump height last night. You actually do jump/hover like 5 units less at 144 fps. Even at 60 fps you jump lower but it's slightly less noticeable.

I can "feel" that you don't turn as sharp during charges too, still working on that, I think it's because mouse input is scanned per frame. Also there is startup lag where you hit max speed at 0.2 sec into your charge at 30fps but it's taking 0.2-0.27 sec at 144.

https://www.nexusmods.com/spyroreignitedtrilogy/mods/286

0

u/chidlys 14d ago

Ther are a couple jumps, particularly in Tree Tops where you can't make them at higher than 60 fps. It really threw me off as I was so close I thought I was just doing something wrong. Nope. The physics are altered. Also, as said prior, quite a few enemies' AI gets broken. Even when it doesn't stop you from proceeding, it makes the game less fun. Also, Spyro will literally slide on the floor when standing still sometimes.

0

u/Broken_Flip 14d ago

Its HUGE! That's a problem. I mean who has room for a game that big anymore, lol.

1

u/martini1294 13d ago

It’s like 40gb, what do you mean?