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.
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?
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 :(
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?
Minecraft is different because it uses a client and server pattern, separating the physics and display loops completely
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At least Gearbox isn’t spending a year+ denying that the problem exists.