• Fallout 76’s Physics are tied to Framerate
    103 replies, posted
https://kotaku.com/fallout-76-betas-physics-are-tied-to-its-framerate-1830140345 Good job bethesda
*laughs in 640x480 minimum settings*
Note that no matter how far you lower your graphics settings you probably can't get much higher than 150FPS on any machine because of the way that the Creation Engine abuses DX11 draw calls
when you run fallout 76 on 240 hz monitor mode https://youtu.be/BJ0xBCwkg3E
im far from a programming expert but why do developers tie things to framerate? like physics to framerate or even Dark Souls 2 which had durability tied to framerate which in turn caused weapons to break after 10 strikes. Vanquish had near 4x the damage taken due to higher frames.
Don't forget when Need for Speed Rivals was locked to 30 FPS then someone unlocked it. https://www.youtube.com/watch?v=agl6eoJ84jk
unlocking 60 fps in NFS just turns it into a precursor to the WipeOut series
So I'm just going to assume this was pulled from 50 spaghetti code repos and forced into a single threaded app. Non responsive loading menus is a good indicator. (Looking at you tf2 and any source game).
AFAIK in my limited experience, it's because it's a fairly reliable standard for timing. It used to be CPU clock speed back in the ur days IIRC.
Hasnt gamebryo or creative engine or whatever it's called always been like this? I remember playing skyrim without vsync and when you opened a door all the props in a room would just fly around the room in like 1000 miles an hour instantly killing you if they hit you.
I don't think they need any more speed.
Reminds me of unlocking Fallout 4's frame rate and suddenly lockpicking is impossible
Yes, FO4 has some puzzles and I think the hacking you can't do with an unlocked framerate because it runs too fast.
Physics being tied to the framerate has been a thing in Bethesda games since Oblivion. It's why you should never listen to people who tell you to set i.PresetInterval to 0 to disable vsync. Running any Bethesda game at higher than 60 FPS causes the physics to bug out something fierce. Usually in the form of objects flying everywhere when you load a room. I know it's not a Havok issue, and I even doubt it's a Gamebryo issue. It's just how Bethesda has programmed the physics for so long because console are locked to 30 FPS anyway usually, and most PC players are content with playing their games with a 60 FPS cap, thus they still haven't changed it. Kinda surprised this is just being noticed as a big deal now.
Cause the general populace doesn't like FO76, so articles highlighting negative aspects in the game generate clicks cause people want to reaffirm their hatred for the game
Yes it was reliable when computers could only run one program at a time and a programs literally had no choice but to run their calculations precisely in sync with the CPU. Neither of these have been the case for quite some time, so the fact that any modern development relies on a consistent, locked framerate is asinine and quite literally bad practice across the board. There's literally no good reason to do this.
In the old days with older apis it was difficult at times to grab a very accurate system time to get the difference in time between frames, so you just locked your game to monitor refresh rates, which often times were 60fps. these days theres no excuse to not use time Delta when programming games to make them independent of framerate, because it's as simple as taking your value and dividing/multiplying by the time Delta, which is very accessable
while it sucks in a singleplayer game, this is a multiplayer game where you walking speed is determined by your fps. that's crazy.
Article says it's gonna be patched before release, 2 weeks from now. Reminds me a lot of Dark Souls physics yeah. The game was locked at 30, and physics were tied to that framerate, and levels were designed around the physics. Unlocking it to 60 meant youd fall twice as fast, so some jumps are impossible and youd get stuck on tiny edges and slopes. You also had a chance to fall through the ground when sliding some ladders at 60.
Literally amateur programming/development model. Delta timing for most engines and games has been a thing for very very long time, and most people whom aren't John Carmack have moved to agnostic models but it still tends to pop up as often as not, even though cleaner more stable methods have been a thing, ergo Bioshock, Mass Effect, Bethbryo games et al. Basically that's how someone learned to do it and that's how they keep doing it.
It has, and one of my initial thoughts upon hearing about Fallout 76 was "surely they will finally uncouple framerate from the game systems". What a naive notion that was.
I have to wonder how long it's going to take for someone to thoroughly abuse this.
or... because it's a multiplayer game and it's a huge issue?
Nightmares of the saints row 2 port. If your cpu didnt run at exactly 3.2 ghz the game would be faster or slower than the console SR2
So what you're telling me is Sonic uses a 144hz monitor?
240hz, get out of here with that slow shit.
What a fucking cashgrab shitshow of a game
I knew this game was going to be a disaster the minute they announced it
I guess you could say its... Too slow. https://www.youtube.com/watch?v=AUMi2RbFTk0
Gamebryo has been this way since like, Oblivion. This is hardly news, it's just more of an issue now because this is MP.
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