this post was submitted on 27 May 2025
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[–] [email protected] 0 points 4 days ago (1 children)

It's just a bug bro. There are performance mods that fix it by simply tweaking unreal settings.

[–] [email protected] 2 points 4 days ago (1 children)

No, you were fishing for a bug to dismiss the point the guy was making, but the issue is deeper than that.

I play a bunch of fighting games and I can tell you I can feel combos not working going from PC to PlayStation or from a DS4 to a DS5 or from my PC gaming monitor to my TV.

That didn't use to be the case. Timing could be different in consoles or arcades because those were entirely different games, but if you could do a thing on one TV with one controller you could do it on any TV with any controller on that game. That's not the case anymore.

And yet "react to a visual cue in something the enemy does and press the button in a small frame window" is a much, much more frequent core mechanic now than it was then.

[–] [email protected] 1 points 3 days ago (1 children)

Don't play with shit hardware then. Everything is going to suck if you have a massive input delay built in because your tv prioritizes post processing, not everything has to cater to you

[–] [email protected] 1 points 3 days ago

Everything has to cater to the shittiest hardware.

Up until very recently it wasn't uncommon for developers to keep around the most craptastic old CRT TV they could get hold of just to check whether their UI would be unreadable for everybody. Ditto for TV stations.

And even after HDMI became the standard and consoles stopped supporting SD it's not uncommon to have a TV set to the most garbage-ass factory store settings just to check that no matter how stupidly the user has set their TV they can still read text and see all the colors more or less distinctly.

You don't need to care about it, but devs typically do.

The team at Sandfall certainly does, given they did add accessibility options to automate all the offensive QTEs and a bunch of in-game items to make builds based on taking damage instead of parrying.

Because, you know, not everything has to cater to you, but it sure is cool when devs think about these things for a second.

Still, despite all that it's a terrible time to make timing-based minigames like that since you have no control over latency at any point of the user's hardware chain. You simply can't know what type of latency you're catering to. You don't even know the target framerate, which can range from 30-ish to 400Hz. It's absolutely atrocious to do timing-based gameplay in modern gaming.