this post was submitted on 30 Aug 2024
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[–] Zoboomafoo@slrpnk.net 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 :(

[–] Cornelius_Wangenheim@lemmy.world 3 points 2 months ago

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

[–] xavier666@lemm.ee 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?

[–] Baleine@jlai.lu 3 points 2 months ago

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

[–] breadguyyy@kbin.earth 2 points 2 months ago

basically every game uses ticks lol this was not intentional

[–] Annoyed_Crabby@monyet.cc 3 points 2 months ago

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