• addie
    link
    fedilink
    English
    arrow-up
    26
    ·
    15 days ago

    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.

    • Zoboomafoo@slrpnk.net
      link
      fedilink
      English
      arrow-up
      14
      ·
      15 days ago

      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 :(

      • ms.lane@lemmy.world
        link
        fedilink
        English
        arrow-up
        2
        ·
        15 days ago

        They fixed that with 76, Both 76 and Starfield have physics untied from framerate.

        • bigmclargehuge@lemmy.world
          link
          fedilink
          English
          arrow-up
          2
          ·
          15 days ago

          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.