this post was submitted on 30 Aug 2024
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Amazing. How the fuck did you do that?
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.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 :(
At least Gearbox isn't spending a year+ denying that the problem exists.
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?
Minecraft is different because it uses a client and server pattern, separating the physics and display loops completely
basically every game uses ticks lol this was not intentional
Huh, now i know why that particular enemy are janky as heck in every aspect.
You mean "Bethesda to this day?"
They fixed that with 76, Both 76 and Starfield have physics untied from framerate.
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.
From what I’ve read they tried to combine the console and PC version into a unified single version. Gearbox must’ve seen the Borderlands movie and sought to lower the bar below the ocean floor.
JFC. Starting off with something that is cross-compatible is one thing, but trying to merge the two codebases together... that's a 2-3+ year effort, minimum.
Destiny 2 still struggles with this. Some enemy attacks 1 shot because at high frame rates they hit the player multiple times as the projectile passes through the player character's model