>game physics are tied to the fps

>game physics are tied to the fps
why do devs do this?

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  1. 2 years ago
    Anonymous

    >irl physics are tied to time
    was god moronic?

    • 2 years ago
      Anonymous

      If there is a God,he should live in fear of ME.

      • 2 years ago
        Anonymous

        Why, what are you gonna do? Post on online forums? Play some video games? Look at some funny color changing pixels that depict exxagerated voilence and think this makes you powerful agianst a truly omnipotent being? You could most likely not even beat up someone like me in real life, and I net you'll never lift as much.

        You may ignore and dismiss my warnings now, but when the time comes you will finally understand. Submit to Allah while you still have the chance, for your life on this earth is only so short.

        • 2 years ago
          Anonymous

          >Why, what are you gonna do? Post on online forums? Play some video games? Look at some funny color changing pixels that depict exxagerated voilence and think this makes you powerful agianst a truly omnipotent being?
          Of course I am. It's not like God is capable of it. I'd like to see him try.

    • 2 years ago
      Anonymous

      Time and framerate are two different things though they are obviously correlated. Tying physics to fps is like tying physics to your eye's refresh rate, which would be absolute shit. You can make physics rely on time regardless of fps but japs for some reason took decades to figure it out.

    • 2 years ago
      Anonymous

      >get close to heavy objects
      >framerate drops to an absolute crawl
      nice "game" godcucks

      • 2 years ago
        Anonymous

        fuggggg one of the arguments I had on real life being better than games was that there was no lag

    • 2 years ago
      Anonymous

      It was the only way

    • 2 years ago
      Anonymous

      It was the only way to maintain consistency in causality.

  2. 2 years ago
    Anonymous

    because you havent got a clue about how game physics works.
    a rock falling under the influence of gravity at 60 FPS compared to 120 FPS is an entirely different calculation.

    • 2 years ago
      Anonymous

      so then why are there plenty of games that manage to have functioning physics at unlocked framerates?

    • 2 years ago
      Anonymous

      >tell me the devs are japanese without telling me they are japanese
      My dude, literally EVERYONE ties physics to frames. What kind of esoteric shit are you playing where this is not the case?

      No they don't, they tie it to time. So that way if FPS drops, it doesn't matter because when the next frame processes it'll take how much time has passed into account. Doing it by frames doesn't. Atop acting stupid.

      Explain why you would want physics to be calculated independent of frame rate.

      so then why are there plenty of games that manage to have functioning physics at unlocked framerates?

      You normalize physics to framerate binding by using a timestamp AFAIK.

      If you don't do this, someone with a 120hz monitor will literally have everything running 2 times faster than a conventional 60hz monitor.

      Back in the day, this was O.K because the consoles were all normalized to be the same internal settings.

      You can run into this issue today in modern web dev w/ webGL.

    • 2 years ago
      Anonymous

      YOU are the moron

    • 2 years ago
      Anonymous

      this has to be bait. i refuse to believe anyone is actually this moronic

  3. 2 years ago
    Anonymous

    >>game physics are tied to the fps
    tell me the devs are japanese without telling me they are japanese

    • 2 years ago
      Anonymous

      >tell me the devs are japanese without telling me they are japanese
      My dude, literally EVERYONE ties physics to frames. What kind of esoteric shit are you playing where this is not the case?

      • 2 years ago
        Anonymous

        No they don't, they tie it to time. So that way if FPS drops, it doesn't matter because when the next frame processes it'll take how much time has passed into account. Doing it by frames doesn't. Atop acting stupid.

        • 2 years ago
          Anonymous

          Explain why you would want physics to be calculated independent of frame rate.

          • 2 years ago
            Anonymous

            so that frame drops/increases dont frick the physics
            you fricking moron
            why else

            • 2 years ago
              Anonymous

              Frame drops don't frick the physics, dumbass.
              The point of tying physics to frames is to prevent physics frickery in the first place.

              • 2 years ago
                Anonymous

                oh my god you're the dumbest mother fricker i have ever met

              • 2 years ago
                Anonymous

                same to you

              • 2 years ago
                Anonymous

                yes it's a given that you are the dumbest mother fricker you ever met, because you are one fricking dumb b***h

              • 2 years ago
                Anonymous

                >insult insult insult
                and not a single argument was made 🙂

              • 2 years ago
                Anonymous

                Please stop. You seem to think "physics tied to FPS" means that FPS has a fractional effect on physics, but it's the reverse. It means that double frames cause double acceleration, so the physics are nonstandard across systems.

              • 2 years ago
                Anonymous

                If you tie physics to frames, then if you experience frame drops, the entire game logic slows down. That, and if you have variable frame rate options like on a PC. Having 60fps, 120fps, etc options, the game logic and physics will run faster at certain settings than on others. To circumvent this, many devs now use the actual internal clock of the system to calculate how much time has passed since the last physics update to determine how much to move each object by. Rough example:

                Game's "base speed" is 60fps, or 16.67ms between game updates

                If an object's velocity value is 10 units per update. Then the game calculates the time since the last update, and moves the object by this much:

                10 * (time_since_last_update/16.67)

                This will move the object twice as much if the game has slowed down to half speed to make up for the slowdown for instance, or only move it by half as much if the game is updating at 120fps instead of 60fps so it doesnt move at double speed at 120fps

                You forgot to mention the part how I, the player, will experience issues by playing at the framerate the game is intended to be played at.

              • 2 years ago
                Anonymous

                Bro, you're literally a dumb person that can't into any meaningful context.

                I know it's not an argument, but it's how I feel.

              • 2 years ago
                Anonymous

                if the game's base frame rate is 60 fps and you play it at the intended framerate (which should be 60 if theyre using 60 as their baseline) then the game should run 100% the way it's supposed to. The technique should also make physics function properly at any framerate assuming they take into account all aspects (acceleration, gravity, weight, velocity) and scale them all instead of forgetting some like some games do which fricks it. And also assuming the fps doesnt drop too low without a limit. Like around 15 or less will break shit by having objects move by too much distance in one frame and make them clip through walls, so they need to put some kind of minimum cap where below 30 the game just experiences true slowdown

              • 2 years ago
                Anonymous

                Can you explain to a layman what OP (original pepe) is disgruntled about?

              • 2 years ago
                Anonymous

                He described it in the post you quoted wtf wake up mfer

              • 2 years ago
                Anonymous

                OP is disgruntled about physics being tied to fps, in which case theres no fixes taken into account for variable framerates, so if the games "base" framerate is 60fps, and you run it at 120 for instance, objects will fall twice as fast when dropped. Thats why devs need to scale how much an object moves by dividing the base fps by the current fps. Either that, or to run physics on an entirely seperate piece of code that does run at a constant 60, and "smooth" the visual position of objects between each "frame" if the visual code is running at a rate higher than 60. The latter is the better solution, but the former solution is a way easier, hackjob way to get physics working "good enough" at variable framerates

              • 2 years ago
                Anonymous

                because computers aren't that well designed. That's the last and final truth of programming.

              • 2 years ago
                Anonymous

                If you tie physics to frames, then if you experience frame drops, the entire game logic slows down. That, and if you have variable frame rate options like on a PC. Having 60fps, 120fps, etc options, the game logic and physics will run faster at certain settings than on others. To circumvent this, many devs now use the actual internal clock of the system to calculate how much time has passed since the last physics update to determine how much to move each object by. Rough example:

                Game's "base speed" is 60fps, or 16.67ms between game updates

                If an object's velocity value is 10 units per update. Then the game calculates the time since the last update, and moves the object by this much:

                10 * (time_since_last_update/16.67)

                This will move the object twice as much if the game has slowed down to half speed to make up for the slowdown for instance, or only move it by half as much if the game is updating at 120fps instead of 60fps so it doesnt move at double speed at 120fps

    • 2 years ago
      Anonymous

      Skyrim and fallout 4 are examples of this and Bethesda isn't really Japanese

  4. 2 years ago
    Anonymous

    its easier to dev you moron

  5. 2 years ago
    Anonymous

    Easier to code.

  6. 2 years ago
    Anonymous

    easier to code and a lot of games where this is an issue are usually ports of games from like ps3 era or before where they weren't thinking of the possibility of it running at higher frame rates.

  7. 2 years ago
    Anonymous
    • 2 years ago
      Anonymous

      outplayed

  8. 2 years ago
    Anonymous

    FRICKING Spike Chunsoft

  9. 2 years ago
    Anonymous

    dude... just play the game at the intended framerate, lmao.

  10. 2 years ago
    Anonymous

    Because different operating systems have different issues with resting a program while timesharing so the system doesn't lock up. It's less that they chose that model and more they stuck to a model which was easy to understand and didn't produce esoteric behavior. Japanese computer architecture was separate from the west for a time, so that might be involved.

  11. 2 years ago
    Anonymous

    >why do devs do this?
    why do japanese devs do this*

  12. 2 years ago
    Anonymous

    604187898
    >Frame drops don't frick the physics, dumbass.
    shit bait, not even worth a you.

    • 2 years ago
      Anonymous

      Physics should be independent of rendering, frickwit

  13. 2 years ago
    Anonymous

    i accept your concession

  14. 2 years ago
    Anonymous

    Don't reply to the moron, you fricking idiots
    He obviously fricked up and is trying to save face by pretending he was trolling all along

  15. 2 years ago
    Anonymous

    Honorabre Japanese coding, preasu underustandu

  16. 2 years ago
    Anonymous

    >redditfrog
    Get lost, kid

  17. 2 years ago
    Anonymous

    hence why i didnt quote his post in mine
    🙂

  18. 2 years ago
    Anonymous

    >Not having a variable timestep with an accumulator that lets you interpolate states

    What a bunch of fricking morons

    • 2 years ago
      Anonymous

      >I just learned this thing watching a youtube tutorial and now think I am le smart guy

      Be professional, you fricking homosexual.

      • 2 years ago
        Anonymous

        >Implying I watched a youtube video and have no idea what it means

        Frick off moron, it's already been integrated in my engine. What have you done besides shitpost?

        • 2 years ago
          Anonymous

          Oh yeah? *farts in your face*
          show gameplay or get the frick out

  19. 2 years ago
    Anonymous

    >console game port
    >actual gamespeed slows down if fps goes below 60
    >doesnt "speed up" above 60, but things like hair/cloth physics start going faster, you fall faster etc
    how do you managed to frick BOTH things up at the same time on both ends

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