• dual_sport_dork 🐧🗡️@lemmy.world
    link
    fedilink
    English
    arrow-up
    7
    ·
    8 months ago

    This was by and large the reason for the “turbo” buttons on all those 286 and 386 computers back in the day. Disengaging the turbo would artificially slow down your processor to 8086 speed so that all your old games that were timed by processor clock speed and not screen refresh or timers would not be unplayably fast.

    Quite a few more modern games have their physics tied to frame rate – if you manage to run them much faster than the hardware available at the time of their releases could, they freak out. The PC port of Dark Souls was a notorious example, as is Skyrim (at least the OG, non “Legendary Edition” or SE versions).

    • frezik@midwest.social
      link
      fedilink
      English
      arrow-up
      7
      arrow-down
      1
      ·
      edit-2
      8 months ago

      It’s embarrassing when a modern game does that. Game Programming 101 now tells you to keep physics and graphics loop timing separate. Engines like Unreal and Godot will do it for you out of the box. I’m pretty sure the SDL tutorials I read circa 2003 told you to do it. AAA developers still doing it on this side of 2008 should be dragged outside and shot for the good of the rest of us.

    • ElectricMachman@lemmy.sdf.org
      link
      fedilink
      English
      arrow-up
      2
      ·
      8 months ago

      On launch, Spyro: Reignited Trilogy had a level you couldn’t complete unless you changed the settings to lock it to 30fps. It’s probably been patched by now, but was that ever infuriating.