It still seems way to common for an engine to have other systems tied to FPS, so e.g. running at a higher framerate will mean the physics engine also runs faster, or all animations are faster.
As a game dev: this is 100% the developers fault. The engine knows how long it’s been between frames. Devs can use that information to keep everything running at the same pace regardless of 30fps, 10, or 120.
Next time you see a game with its speed tied to the game rate, make sure you make some noise! Maybe devs will finally fucking learn.
More annoying than a constant 30fps framerate is an inconsistent framerate, which a game like this is likely to encounter very frequently if not capped.
I don’t like it, but I’d rather have that than what could likely be worse.
It still seems way to common for an engine to have other systems tied to FPS, so e.g. running at a higher framerate will mean the physics engine also runs faster, or all animations are faster.
As a game dev: this is 100% the developers fault. The engine knows how long it’s been between frames. Devs can use that information to keep everything running at the same pace regardless of 30fps, 10, or 120.
Next time you see a game with its speed tied to the game rate, make sure you make some noise! Maybe devs will finally fucking learn.
More annoying than a constant 30fps framerate is an inconsistent framerate, which a game like this is likely to encounter very frequently if not capped.
I don’t like it, but I’d rather have that than what could likely be worse.
i wouldnt be too sure that fps and physics are tied, they managed to separate them for 76