Comment on Is there any advantage to tying game logic to frame-rate?
doggle@lemmy.dbzer0.com 3 months ago
The game “logic” you’re talking about is tied to the frame rate by default. Or perhaps it is more accurate to say that a game’s frame rate is a function of available compute power and the complexity of the logic that must be solved every update (every frame).
Accounting for this usually isn’t difficult, but developers are only human and it’s easy to make mistakes when your game is being developed for very few hardware variants. The original dark souls was ps3/xbox360 only. Since the game performed the same on all it’s target systems, the oversight wasn’t obvious until PTDE released for PC much later, which was apparently ported by a skeleton crew with very little time and budget.
This doesn’t happen as much these days because developers are much more aware of PC (and its limitless hardware variations) during development. Also, there are more console variations to account for, e.g. the Xbox series S vs X. Devs just can’t get away with being lazy with frame rate variations anymore as it will become a problem very early in quality assurance, and may even cause compliance violations which can bar your game from launching on consoles.