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Software / Your speed while standing on an active escalator is not wholly dependent on the speed of the steps
« on: August 19, 2026, 08:09:38 pm »
Something I've been noticing recently (at least on the Windows installs) is that the speed you move while on an escalator is not wholly dependent on the speed of the escalator's steps, but also partially determined by either your monitor's FPS (Hz) setting, or the game's own FPS. I believe it should be entirely dependent on the step speed, regardless of FPS.
On a device where the game is vsync locked to 60fps and the display is set at 60Hz, your speed on an escalator matches the steps as it should.
However on a device where your monitor and game are at 120fps you go noticeably faster than the escalator's steps, and I imagine this speed difference only increases further with higher FPS/Hz settings.
I did try turning vsync off on the more powerful device to see what would happen on the simple building, I got over 2000fps on the game's readout, at that high an FPS almost all movement becomes nearly impossible as it's trying to render more frames per second than can be handled, however when I did eventually get to the escalator I zipped up it almost instantly, even though the steps still moved at their normal rate.
All testing done using the newest dev build on Windows 11 with the standard OpenGL renderer selected.
On a device where the game is vsync locked to 60fps and the display is set at 60Hz, your speed on an escalator matches the steps as it should.
However on a device where your monitor and game are at 120fps you go noticeably faster than the escalator's steps, and I imagine this speed difference only increases further with higher FPS/Hz settings.
I did try turning vsync off on the more powerful device to see what would happen on the simple building, I got over 2000fps on the game's readout, at that high an FPS almost all movement becomes nearly impossible as it's trying to render more frames per second than can be handled, however when I did eventually get to the escalator I zipped up it almost instantly, even though the steps still moved at their normal rate.
All testing done using the newest dev build on Windows 11 with the standard OpenGL renderer selected.