Way back in the day, every game had its logic tied to its framerate – As anyone who’s ever tried to run an eighties PC game on a nineties PC only to see it run at 20x speed and completely unplayable can tell you.

But in the modern day this is less common. Generally the game keeps chugging along at the same pace, no matter how fast or slow the frames are being presented (unless, of course, everything is bogged down so hard that even the game logic is struggling)

And yet, you’ll still find a few. Any fan of Dark Souls who played on PC back when Prepare to Die edition first came to PC will remember how unlocking the framerate could cause collision bugs and send you into the void. And I recently watched a video of a gent who massively overclocked a Nintendo Switch OLED and got Tears of the Kingdom to run at 60FPS… Except everything was, indeed, running in fast-forward, rather than just being smoother.

This makes me wonder – Is there some unseen advantage to keeping game logic and framerate tied together? Perhaps something that only really shows on weaker hardware? Or is it just devs going “well the hardware we’re targeting won’t really go over this speed, and we don’t really give a fuck about anything else” and not bothering to implement it?

  • Jadey ()@feddit.nl
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    4 months ago

    You can still absolutely have deterministic inputs without tying the inputs to the frame rendering. Just have a separate thread for the game logic that runs at regular intervals.

    Just look at Minecraft. 20 game ticks per second during which all the game logic runs. But the game absolutely ain’t limited to 20fps.

    • calcopiritus@lemmy.world
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      4 months ago

      Yeah, you can still have a “tick rate” that is different from the rendering rate. Factorio also does this.

      I don’t think OP is asking about that case though.