this post was submitted on 25 Jan 2024
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Gaming

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[–] [email protected] 0 points 9 months ago (1 children)

Sometimes they did it just in case they needed those limited resources, but its not really needed. SMW is a good example, where spite interactions are only checked every other frame, but modders generally remove that limitation without any issues. There might be weird edge cases where in vanilla without glitches you could theoretically accumulate enough sprite on stream it causes a slightly more noticeable slowdown without the ever other frame. With cape float, it only checks if you are holding the jump button once every 4 frames or something like that. Totally unnecessary and makes the game feel less responsive. Granted, during a casual playthrough, you'd probably never notice that floating stopping after letting go of the button varies by 50ms depending on which frame you let go of the button relative to which frame it checks.

[–] [email protected] 0 points 9 months ago

And even then the code was far from the best it could be.

This guy optimized Super Mario 64 and drastically improved performance while fixing several bugs.