this post was submitted on 30 Aug 2024
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[–] [email protected] 26 points 2 weeks ago (2 children)

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.

[–] [email protected] 14 points 2 weeks ago (3 children)

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 :(

[–] [email protected] 3 points 2 weeks ago

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

[–] [email protected] 3 points 2 weeks ago (3 children)

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?

[–] [email protected] 3 points 2 weeks ago

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

[–] [email protected] 2 points 2 weeks ago

basically every game uses ticks lol this was not intentional

[–] [email protected] 3 points 2 weeks ago

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

[–] [email protected] 5 points 2 weeks ago (1 children)

You mean "Bethesda to this day?"

[–] [email protected] 2 points 2 weeks ago (1 children)

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

[–] [email protected] 2 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.