3 ms·
There are certain kinds of internal timers in games that end up locked to a base tickrate; e.g. physics behaviors. While it's possible to allow adjustment of th
by mntmoss 7y ago
There are certain kinds of internal timers in games that end up locked to a base tickrate; e.g. physics behaviors. While it's possible to allow adjustment of those rates in many cases, it comes at the price of lowering reproducability and behavioral stability.
As well, it's possible to make everything smooth by adding a buffer and interpolating, but then you've added a buffer, so you have latency.
So games that specify a hard cap are usually aiming for a low-latency experience where the highest framerate is the base tickrate for the gameplay, and lower framerates are sampling from within that data.