3 ms·
One example of a problem with variable frame rate physics simulation was Quake 3, which allowed you to make otherwise impossible jumps if your frame rate was 12
by mrob 8y ago
One example of a problem with variable frame rate physics simulation was Quake 3, which allowed you to make otherwise impossible jumps if your frame rate was 125fps. This value exploited the rounding errors in the jump height calculation to get extra jump height. Some custom maps even assumed you'd be running at 125fps and would be unplayable if your hardware couldn't keep up.
Demonstration and explanation here: https://www.youtube.com/watch?v=P13KmJBNn1c https://www.youtube.com/watch?v=P13KmJBNn1c
OpenArena added an option for fixed framerate physics, and an option to disable the rounding.
- Eremotherium 8y agoOne effect of linking game and real time was seen in Dark Souls on PC (at least it seems like that's what happened): the game was capped at 30fps. Once people hacked out the frame limiter their character's gear degraded at a higher rate.
- charleslmunger 8y agoIn DS2 they released the PC version at 60fps, and consoles at 30. The equipment degradation was based on the number of frames a weapon's hitbox spent overlapping another model (walls, enemies, etc). They patched this pretty quick.