>physics are tied to frame rate
>Game falls apart the moment you pass 60FPS
Is there a bigger red flag for games?
Physics are tied to frame rate
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Made in the west.
Still wondered why people were having issues with the Darksouls PC port at 60fps. Is it really tied to physics like in Bethesda games?
>game is 59 fps
get fucked ac 2
Zig Forums shilling it
>can only hit 60fps using ps4 pro's boost mode
>only hits it for a second when nothing is happening otherwise its 40-50
shit show
Season 1 was nice, season 2 was just ok
>get new cpu
>frames triple
>AI is tied to framerate
>game gets significantly harder when you pass 60fps
>game plays in real-time
You'd fall through the floor if you climbed ladders.
Yes but what was the cause other than just 60fps ?
>game speed breaks physics
I'm looking at you KSP
>animations go into 10fps in the distance even with vsync off
Fuck, I hate this the most. It's the most immersion breaking, I don't even care if it's saving me 5 frames of memory.
Shit taste
>Zig Forumsmblr shit
>not shit taste
>unlock framerate in pc version of nier automato
>now some cutscene won't start
extremely amateur aspiring game developer here;
if not the framerate, what should the physics be tied to for timing?
there is
>game is above 30FPS
Not a single person is going to intelligently answer that
>game has physics
>they're only used for small things you can't fuck with
If your physics simulation doesn't need to be deterministic you can run it uncapped (though this might cause bugs at exteremly high or extremely low fps).
More commonly, people run physics at a fixed framerate, but let rendering be uncapped. Frames rendered inbetween physics frames are interpolated.
Hate to be a zoomer but is there a video showing the differences in this for a really simple game? I want to try and compare with some of the things I've seen.
by running physics uncapped, I meant to say run it uncapped with a variable timestep.
>framerate takes a shit
>instead of slowing down the game runs at full speed by skipping ludicrous amounts of frames
>die because of this
If it's done right, you won't see a visual difference. You might feel one, because an interpolated game typically won't be able to sample inputs as quickly as a variable timestep one when running at above the simulation rate.
I'd recommend reading this: gafferongames.com
If you're using Unity, this is implemented automatically by way of FixedUpdate() being the physics loop and RigidBodies supporting an interpolation mode.
Thank you, user.
I'd say running your game at stupid high FPS will reduce the precision of numbers and it can end up with numbers getting truncated. Wouldn't be surprised if a high enough FPS would prevent you from moving
He doesn't framelock or use V-Sync for a stable experience
I find it hilarious because it rekts fps elitism.