this post was submitted on 30 Aug 2024
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[–] MossyFeathers@pawb.social 73 points 2 months ago (14 children)

Maybe the most significant issue is that, for some reason, the Seekers of the Storm update has tied Risk of Rain 2's physics systems to its frame rate. When asked about it on Discord, Gearbox developer GBX-Preston said FPS-related issues, "and all the ramifications on balance/physics/attack speed/movement/etc. were not intentional. This is in our top handful of issues we're investigating." As a stopgap, he said players experiencing issues should lock the game at 60 fps.

Amazing. How the fuck did you do that?

[–] addie@feddit.uk 26 points 2 months ago (10 children)

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 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 :(

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

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

[–] 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

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