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submitted 2 weeks ago by simple@lemm.ee to c/games@lemmy.world
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[-] addie@feddit.uk 26 points 2 weeks ago

It's in Unity, isn't it? So rather than multiplying the speeds by Time.deltaTime when you're doing frame updates, you just don't do that. Easy peasy. They've got that real "Japanese game devs from twenty years ago" vibe going.

[-] Zoboomafoo@slrpnk.net 14 points 2 weeks ago

Or even a decade ago. Dark Souls 2 had some enemies' attack animations tied to frame rate, like the Alonne Knights. So they attacked incredibly fast on PC compared to console.

Weapon degradation was also tied to framerate :(

[-] Cornelius_Wangenheim@lemmy.world 3 points 2 weeks ago

At least Gearbox isn't spending a year+ denying that the problem exists.

[-] xavier666@lemm.ee 3 points 2 weeks ago

Minecraft has this wonderful mechanism where everything is dependent on game-tick/server-tick, which is independent of player FPS. Why do modern developers keep using FPS for game physics?

[-] Baleine@jlai.lu 3 points 2 weeks ago

Minecraft is different because it uses a client and server pattern, separating the physics and display loops completely

[-] breadguyyy@kbin.earth 2 points 2 weeks ago

basically every game uses ticks lol this was not intentional

[-] Annoyed_Crabby@monyet.cc 3 points 2 weeks ago

Huh, now i know why that particular enemy are janky as heck in every aspect.

[-] bigmclargehuge@lemmy.world 5 points 2 weeks ago

You mean "Bethesda to this day?"

[-] ms_lane@lemmy.world 2 points 2 weeks ago

They fixed that with 76, Both 76 and Starfield have physics untied from framerate.

[-] bigmclargehuge@lemmy.world 1 points 2 weeks ago

Thats great to hear. Not surprised about Starfield tbh, but I am surprised they fixed it for F76, considering it relies largely on the same tech as F4, which does have that limitation.

this post was submitted on 30 Aug 2024
178 points (98.4% liked)

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