this post was submitted on 30 Aug 2024
183 points (98.4% liked)

Games

32521 readers
840 users here now

Welcome to the largest gaming community on Lemmy! Discussion for all kinds of games. Video games, tabletop games, card games etc.

Weekly Threads:

What Are You Playing?

The Weekly Discussion Topic

Rules:

  1. Submissions have to be related to games

  2. No bigotry or harassment, be civil

  3. No excessive self-promotion

  4. Stay on-topic; no memes, funny videos, giveaways, reposts, or low-effort posts

  5. Mark Spoilers and NSFW

  6. No linking to piracy

More information about the community rules can be found here.

founded 1 year ago
MODERATORS
you are viewing a single comment's thread
view the rest of the comments
[–] [email protected] 14 points 2 months ago (3 children)

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 :(

[–] [email protected] 3 points 2 months ago

Huh, now i know why that particular enemy are janky as heck in every aspect.

[–] [email protected] 3 points 2 months ago (3 children)

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?

[–] [email protected] 2 points 2 months ago

basically every game uses ticks lol this was not intentional

[–] [email protected] 3 points 2 months ago

Minecraft is different because it uses a client and server pattern, separating the physics and display loops completely

[–] [email protected] 3 points 2 months ago

At least Gearbox isn't spending a year+ denying that the problem exists.