• Fallout 76’s Physics are tied to Framerate
    103 replies, posted
There's no such thing as "physics framerate". In most engines, the tickrate includes physics calculations as well. I think it's possible to have it be on its own CPU thread so then you could have a different tickrate for physics but in any of those scenarios the tickrate is still not tied to how often the GPU takes a snapshot of the game world for your graphical display (A.K.A. framerate).
I feel like we are talking past each other. Valve uses the terms frame rate and tick rate sometimes interchangeably. The source dedicated server reports FPS even though the server obviously doesn't do any rendering. https://files.facepunch.com/forum/upload/218604/43c3304c-8f24-4a45-9c9a-291500629d7f/image.png usually never meant to be changed from it's default value Valve allows CS:GO server operators to change the tick rate
Regardless of how Valve uses the term, they are not interchangable. They are two completely separate things that have no effect on each other. Also, there's a reason I used the word "usually."
It's like 2008 all over again. With the terrible performance, tying to framerate, and just framerate fuckery in general.
The only scenario in any good engine where the tickrate and framerate are "tied" is when the tickrate drops below a certain target. In that case the CPU can cap the framerate to prevent discrepancies but it doesn't usually happen to all processes, usually only ones closely related to graphical calculations such as tesselation.
using gamebryo in 2008? wait till you see these motherfuckers in twenty goddamn eighteen!
"It's a new engine, guys!"
Gamebryo, powered solely just by Todd Howard regularly whispering 'It just works!' to the developers that are beginning to crack.
https://files.facepunch.com/forum/upload/224422/8108418a-802d-466e-b288-aeb35fb8182d/sticker.png
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