this post was submitted on 29 Mar 2024
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[–] [email protected] 9 points 7 months ago (9 children)

I remember those old games that would run faster to the point of hilarity if you put them on anything more modern than they were originally intended to run on. Like the game timing is tied to the frame rate.

[–] [email protected] 7 points 7 months ago (5 children)

This was by and large the reason for the "turbo" buttons on all those 286 and 386 computers back in the day. Disengaging the turbo would artificially slow down your processor to 8086 speed so that all your old games that were timed by processor clock speed and not screen refresh or timers would not be unplayably fast.

Quite a few more modern games have their physics tied to frame rate -- if you manage to run them much faster than the hardware available at the time of their releases could, they freak out. The PC port of Dark Souls was a notorious example, as is Skyrim (at least the OG, non "Legendary Edition" or SE versions).

[–] [email protected] 6 points 7 months ago* (last edited 7 months ago) (2 children)

It's embarrassing when a modern game does that. Game Programming 101 now tells you to keep physics and graphics loop timing separate. Engines like Unreal and Godot will do it for you out of the box. I'm pretty sure the SDL tutorials I read circa 2003 told you to do it. AAA developers still doing it on this side of 2008 should be dragged outside and shot for the good of the rest of us.

[–] [email protected] 2 points 7 months ago

Yeah its about time someone put down bethesda

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