this post was submitted on 12 Feb 2024
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[–] Poggervania@kbin.social 3 points 10 months ago (1 children)

iirc that more has to do with lazy coding of their physics system with the ~~Gamebryo~~ Creation engine. From what I understand, the “correct” way for physics to work is more or less locked at 60fps or less, which is why in Skyrim you can have stuff flip out if you run it above 60fps and can even get stuck on random ledges and edges.

There are use cases for tying things to framerate, like every fighting game for example is basically made to be run at 60fps specifically - no more and no less.

[–] EldritchFeminity@lemmy.blahaj.zone 4 points 10 months ago

This used to be the way that game engines were coded because it was the easiest way to do things like tick rates well, but like with pretty much all things Bethesda, they never bothered to try to keep up with the times.

There's some hilarious footage out there of this in action with the first Dark Souls, which had its frame rate locked at I believe 30fps and its tick rate tied to that. A popular PC mod unlocked the frame rate, and at higher frame rates stuff like poison can tick so fast that it can kill you before you can react.