• Fallout 76’s Physics are tied to Framerate
    103 replies, posted
that's why it's news. because it's a multiplayer game and they decided to go with it.
Have you even tried the game. It's no where close to a cash grab.
Aren't physics tied to the servers tick rate? Isn't this just lag prediction in a weird way, like collisions?
I knew shit like this was going to happen since they first announced it. I can almost certainly guarentee that there is going to be almost no server side verification with the client on this game. The game is going to get destroyed by cheat devs, GTAV on pc all over again.
If things were done properly, sure, probably. It wouldn't surprise me if the server is letting the client handle a lot of physics and such and only caring about validating certain things -- and evidently move speed isn't one of them. Not to derail this thread into being about SC but the patch being tested for imminent public release has resolved the major CPU bottleneck that was making SC's performance absolute ass no matter how strong a computer you throw at it. Performance has been a joke all year but a major improvement is almost ready to go live with 3.3.0. And RDR2's online is almost guaranteed to be just as broken as GTAO, too. It's 2018 and the biggest studios in the industry can't get online right because they care about profits and deadlines more than quality.
It's a fucking $60 ($80 here) Fallout 4 spinoff with an empty map, tons of reused content from 4, with poor performance, terrible VATS gameplay, and zero NPCs. Which can't even get basic mechanics like not tying your frame rate to the engine in a multiplayer game. Yes. That's a cashgrab. That's not even mentioning them straight up trying to save face before the game came out and put out a fucking letter saying "It'll get better" when this is a company with a track record of basically never fixing major issues ever. Fallout 4 still has bugs on release that completely break the settlement system, or the godawful performance. Yeah I'm totally going to trust them with a game that is basically launching in Early Access
Because its 2018 and not 200x or whenever oblivion came out
I can't reload a save to or download a mod to stop bad physics from murdering me and everyone I ever loved in a pvp multiplayer game.
Judging by Jackfrags' PC gameplay, there's another severe problem: enemies and attacks get sped up too. You would think that enemies are entirely serversided for a game like this, but nope, they can be sped up too. Which inclines to me that players may have too much clientside opportunity to fuck with shit than they should be allowed.
decoupling physics from framerate is harder than you might think, and multiplayer sync compounds the challenge
Can't you write a scalar based on target refresh rate? Wouldn't Dilation = ((1/DeltaTick)/TargetTickrate). Of course its no one all end all solution but that's how I overcame FPS locking things in UE4. Simply no justification putting physics on a 1/60 update rate, as stuff like that happens. I know you can change it in Fo4 & Skyrim to make Havok update at a target rate (1/TargetFPS).
i used to download a mod for FO4 that uncapped the framerate when interacting with computers/lockpicks it broke lockpicking, but made hacking less tedious, it subsequently made load times better, because for some reason the game loads faster at higher framerate
Well yeah. I'm not defending it, just saying it's been a thing forever and I'm surprised it's now just causing a stink. Shit shoud've been fixed at least by Skryim, what with the whole "this totally isn't the Gamebryo engine anymore guize!" Even then, it's not really even a Gamebryo problem, more a Bethesda problem. You couldn't mod it out in Bethesda's previous games either. Attempts by modders were made to fix it, sure, but they usually resulted in making the game even more unstable. Fixing that shit would require modders to modify what is essentially the hard code of the engine itself, which given Gamebryo is proprietary and Bethesda's version has slapped all sorts of shit on top of it, yeah it ain't happening unless we get a source code leak ala X-Ray Engine. Even if we did, Zenimax would be on that shit fast and probably sue anyone who would modify the source code. Point is, Bethesda ain't gonna fix shit. Games already too far along for them to just stop now, delay the game for a good bit, and rewrite a crucial bit of the engine. To have not seen this coming if you have extensive history with Bethesda's previous games is foolish. To expect them to fix outstanding problems with their tech instead of just bolting on new features in the vain hopes that everyone will forget about the messy bits of their engine is even more so. Sad thing is, we'll probably be stuck with this engine too. All of Bethesda's devs and the modders of their games are so used to the workflow of Bethesda's tech that switching to a new engine for the next game would pose a massive detriment to Bethesda's workflow as well as hinder the modding scene that has been around for more than a decade. If this sudden revelation of a thing that's been known about and never fixed for more than a decade is really putting you off of the game, then for the love of god just get a refund on your pre-order and be done with it. I encourage you to, because then maybe Bethesda might learn. Who am I kidding, they won't learn.
game time/tick rate/simulation rate should never EVER EVER EVER BE FUCKING TIED TO FRAMERATE IN THE FIRST PLACE devs that do that when they have control over the engine (as opposed to game maker games where the framerate can't be changed by the game dev) are simply bad programmers
If other devs can manage it, Bethsoft should be able to unless they're worse at coding than I am.
I played a lot of Skyrim back when it came out, and ever since Morrowind I always did SOMETHING in the way of collecting. In Fallout 3+ it was Pre-War money. Just having fat stacks of it sitting on my pool table in my house. In Morrowind and Oblivion, it was books. Just piles of fuckin' books. In Skyrim it was gems. I usually just dump the shit in a pile, but with the gems I meticulously put them in one of those wooden crates near the stairs in my house. One gem at a time. After a couple days worth of playtime there must have been a couple hundred in that crate, it looked sweet. Then one day I entered my home and it was like a frag grenade went off in that box. Hundreds of gems flew all over the place at mach 2, bouncing off everything, leaving the entire house looking like it had glitter herpes. I surrendered to wonky Bethesda physics on that day
With 60 fps, your jumps and rolls are shorter, you take more fall damage, some slopes are harder to climb, and you can fall through the floor on some ladders. And you get stuck at bonfires if you restore humanity too quickly. It only gets worse the higher the framerate.
https://files.facepunch.com/forum/upload/198190/85b11252-4b88-4722-be2c-6d50e8eb15d6/it-just-works-jpg-why-isnt-it-working-jpg-1492525.png
So if I make a toaster configuration for F76 and play on a high end rig I'm basically building a speedhack?
completely laziness honestly. some cunt started working on an engine without tying physics to delta time and its too late to go back and fix it.
I wonder if people will end up being banned by simply abusing Bethesda's shitty coding.
There are many ways to handle physics updates, and assuming a target framerate is one of them. This is a cheap solution and works extremely well if your game is locked to some framerate, like on consoles. I used to be on the "wtf why can't every engine handle variable framerates" train until I realised just how many edge cases that can have if the framerate is too low, or too high, not to mention floating point precision problems. And trust me, it annoys me too because I have a 144hz monitor and I do like Dark Souls. Now, more robust solutions do exist to handle the problem, but it's typically costly to develop, and Bethesda didn't really need to deal with this issue until the late lifecycle of Skyrim, and Fallout 4. Since they still haven't got these issues sorted, I can only imagine that either they are not hearing us (unlikely), or it's a very complex issue (likely due to the age of the engine).
Technically speaking, things being tied to framerate is default, basically imagine your writing a game engine, if your engine is like most, framerate is how often the game is updating itself (the tick rate), so then maybe you just say the character can move 1 centimeter per frame and you're lazy and you leave it there, you get this. To actually fix this problem you need to create a system in your engine that measures how long it's been since the last frame/tick. Then you define a movement speed like ".5 meters per second" then every frame/tick you multiply .016 seconds or however long it's been by .5 m/s to get how far to move the character in that time.
NFS Rivals at 60 Fps was real hardcore. Video I made few years ago: https://www.youtube.com/watch?v=gBxalB2lofQ
this doesn't even make any sense. framerate wasn't tied to physics in any other games of theirs and then this being a multiplayer game shouldn't that be even more obviously bad as it could cause desync all the time?
framerate has been tied to physics in pretty much all of their games. i disabled preset interval and instead used a 60fps lock with nvidia inspector in fallout 4 for a more steady framerate. unfortunately it comes with the downside of occasionally uncapping when exiting from interiors which runs the game at 120+ fps and everything is at 2x+ speed.
Have you red the thread, sure it was. The entire game logic runs faster at double the usual 60 fps framerate. https://youtu.be/r4EHjFkVw-s
oh fuck me the goddamn hacks in this game are going to be terrible
The physics seem to be entirely clientside. Was watching Vinny play yesterday, and everything kept bugging out - but the 13 year old kid in his party didn't notice shit like a bicycle spawning inside him or a dog approaching with a box embedded into it.
"Quake Netcode" my ass.
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