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I learned it from games that porting to newer platform with faster FPS. For example, Dark Souls II runs at 30 FPS at release. Then upgrade to 60 FPS after porting to PC, but double the FPS also doubles the weapons break pace.



There’s an architecture to avoid this by decoupling the simulation tickrate from the renderer.

The really simple way is to just pass a delta milliseconds to each system so it can simulate the right amount of time.

But yeah, it was wild how DS2 at 60fps fundamentally altered a lot of things like weapon durability and jump distance.


From seems to be guilty of this even today. Eldenring recently had a dog that did more bite damage at higher fps. I guess they're just ticking damage every frame the dog head and the player collider overlap.


I’m currently close to abandoning bannerlord, a medieval combat game where less latency gives you a better chance in MP.


Isn't that how it's supposed to be? If you have a good connection, you get the game state earlier than someone with a worse connection.




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