• m-p-3@kbin.social
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    2 years ago

    What irks me is when game developers ties the physics engine to the framerate. We all know this will cause issues down the road, could we just… not?

    • dill@lemmy.one
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      2 years ago

      I imagine there is some reason we still see this. Any devs in the Industry lurking?

      • larperdoodle@startrek.website
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        2 years ago

        I’m not in the industry, but I’ve dabbled in Unity and that’s just kind of how it works by default. You create a game object and it gets an Update() function that is called once per frame. You’re encouraged to perform calculations and update it’s position in that callback.

        You’re supposed to use Time.deltaTime to scale your calculations based on how long it’s been since the last frame.

        But that takes effort and it’s very easy to just not do that and your game will still work fine in most cases.

    • PrivateButts@u.fail
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      2 years ago

      I think they fixed this with Fallout 76, so here’s hoping that those changes also made its way into their future projects.

    • Gert@beehaw.org
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      2 years ago

      Is this really a thing lately? Maybe on some Switch games, but I think most modern games can have a dynamic framerate.

      • Hubi@feddit.de
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        2 years ago

        Skyrim famously did this. So the concern that Starfield could have similar issues is not unfounded.

      • Taxxor@feddit.de
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        2 years ago

        Remembere Red Dead Redemption 2? On PC, your stats depleted faster the more FPS you had so with 60FPS you’d get hungry twice as fast as with 30FPS. Iirc even the sun moved faster so a day was only half as long.

        • nutlink@beehaw.org
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          2 years ago

          In Dark Souls 2 the weapon durability was cut in half at 60 fps compared to 30 fps as well. They did eventually patch it though.