this post was submitted on 12 Feb 2024
1355 points (98.6% liked)
memes
10440 readers
2676 users here now
Community rules
1. Be civil
No trolling, bigotry or other insulting / annoying behaviour
2. No politics
This is non-politics community. For political memes please go to [email protected]
3. No recent reposts
Check for reposts when posting a meme, you can only repost after 1 month
4. No bots
No bots without the express approval of the mods or the admins
5. No Spam/Ads
No advertisements or spam. This is an instance rule and the only way to live.
Sister communities
- [email protected] : Star Trek memes, chat and shitposts
- [email protected] : Lemmy Shitposts, anything and everything goes.
- [email protected] : Linux themed memes
- [email protected] : for those who love comic stories.
founded 1 year ago
MODERATORS
you are viewing a single comment's thread
view the rest of the comments
view the rest of the comments
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.
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.