this post was submitted on 30 Aug 2024
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[–] MossyFeathers@pawb.social 73 points 2 months ago (3 children)

Maybe the most significant issue is that, for some reason, the Seekers of the Storm update has tied Risk of Rain 2's physics systems to its frame rate. When asked about it on Discord, Gearbox developer GBX-Preston said FPS-related issues, "and all the ramifications on balance/physics/attack speed/movement/etc. were not intentional. This is in our top handful of issues we're investigating." As a stopgap, he said players experiencing issues should lock the game at 60 fps.

Amazing. How the fuck did you do that?

[–] CluckN@lemmy.world 26 points 2 months ago (1 children)

From what I’ve read they tried to combine the console and PC version into a unified single version. Gearbox must’ve seen the Borderlands movie and sought to lower the bar below the ocean floor.

[–] p03locke@lemmy.dbzer0.com 4 points 2 months ago

From what I’ve read they tried to combine the console and PC version into a unified single version.

JFC. Starting off with something that is cross-compatible is one thing, but trying to merge the two codebases together... that's a 2-3+ year effort, minimum.

[–] addie@feddit.uk 26 points 2 months ago (2 children)

It's in Unity, isn't it? So rather than multiplying the speeds by Time.deltaTime when you're doing frame updates, you just don't do that. Easy peasy. They've got that real "Japanese game devs from twenty years ago" vibe going.

[–] Zoboomafoo@slrpnk.net 14 points 2 months ago (3 children)

Or even a decade ago. Dark Souls 2 had some enemies' attack animations tied to frame rate, like the Alonne Knights. So they attacked incredibly fast on PC compared to console.

Weapon degradation was also tied to framerate :(

[–] xavier666@lemm.ee 3 points 2 months ago (3 children)

Minecraft has this wonderful mechanism where everything is dependent on game-tick/server-tick, which is independent of player FPS. Why do modern developers keep using FPS for game physics?

[–] Baleine@jlai.lu 3 points 2 months ago

Minecraft is different because it uses a client and server pattern, separating the physics and display loops completely

[–] breadguyyy@kbin.earth 2 points 2 months ago

basically every game uses ticks lol this was not intentional

[–] Annoyed_Crabby@monyet.cc 3 points 2 months ago

Huh, now i know why that particular enemy are janky as heck in every aspect.

[–] Cornelius_Wangenheim@lemmy.world 3 points 2 months ago

At least Gearbox isn't spending a year+ denying that the problem exists.

[–] bigmclargehuge@lemmy.world 5 points 2 months ago (1 children)

You mean "Bethesda to this day?"

[–] ms_lane@lemmy.world 2 points 2 months ago (1 children)

They fixed that with 76, Both 76 and Starfield have physics untied from framerate.

[–] bigmclargehuge@lemmy.world 2 points 2 months ago

Thats great to hear. Not surprised about Starfield tbh, but I am surprised they fixed it for F76, considering it relies largely on the same tech as F4, which does have that limitation.

[–] funkless_eck@sh.itjust.works 6 points 2 months ago

Destiny 2 still struggles with this. Some enemy attacks 1 shot because at high frame rates they hit the player multiple times as the projectile passes through the player character's model