• m-p-3@kbin.social
    link
    fedilink
    arrow-up
    38
    ·
    1 year 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?

    • barsoap@lemm.ee
      link
      fedilink
      arrow-up
      6
      ·
      1 year ago

      Not doing it also causes issues in the form of micro stutters when some but not other frames have updated physics or not. Frame pacing is hard, and locking everything down happens to be the only sure-fire way to completely eliminate display issues. But then, of course, you have a locked frame rate.

      • Fisch
        link
        fedilink
        arrow-up
        1
        ·
        1 year ago

        You can also run the physics at a fixed rate and still allow for higher fps. That’s the recommended way to do it in the Godot engine, for example.

    • PrivateButts@u.fail
      link
      fedilink
      arrow-up
      3
      ·
      1 year ago

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

      • hackitfast
        link
        fedilink
        arrow-up
        1
        ·
        1 year ago

        Assuming that it will be ported to PC then I’m sure they’ve resolved those issues.

    • dill@lemmy.one
      link
      fedilink
      arrow-up
      2
      ·
      1 year ago

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

      • larperdoodle@startrek.website
        link
        fedilink
        arrow-up
        9
        ·
        1 year 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.

    • Gert@beehaw.org
      link
      fedilink
      arrow-up
      1
      ·
      1 year 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
        link
        fedilink
        arrow-up
        4
        ·
        edit-2
        1 year ago

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

      • Taxxor@feddit.de
        link
        fedilink
        arrow-up
        4
        ·
        edit-2
        1 year 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.