• Ellvix@lemmy.world
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    1 year ago

    Yeah I remember the specific clock speed thing! I had a game that I loved on a friend’s computer and didn’t get to play it much. Some sort of space sim / combat game. Years later I had my own much more powerful machine and was hyped to check it out. Installed via dosbox or whatever, loaded it up, and it ran at fucking 10x speed! It took seconds to walk around a city and the combat was completely unplayable. So sad but also pretty funny. No idea why they attached the FPS directly to the hardware. If you want an easier game, just get a worse computer apparently.

    • groet@feddit.de
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      1 year ago

      No idea why they attached the FPS directly to the hardware.

      It’s the most trivial and straight forward thing to do. The game is a simple loop of:

      • get user input (can be nothing)
      • calculate new game state based on old state and input
      • draw new game state.

      The speed of the game is now 100% dependant on the speed of computation. NOT attaching fps to hardware is the hard thing, as you need to detach the game state loop and the drawing loop and then synchronize them. Doing that yourself is extremely complicated. Today developers don’t even need to think about that because the whole drawing loop is abstracted away by things like directX/Vulcan and the game engine. But without those tools, fps tied to CPU speed is basically the default.

      • MudMan@kbin.social
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        1 year ago

        And in fairness a lot of microcomputers at the time were closed specs. Even on PC for a while you were theoretically aiming at a 4Mhz XT or, at worst, also wanted to account for a 8MHz AT. By the time IBM clones had become… you know, just PCs, a lot of devs either didn’t get the memo or chose to ignore it for the reasons you list.

        Most of the time “lazy devs” are just “overworked and underfunded devs”, but the point is, that didn’t start this century.

        • CheeseNoodle@lemmy.world
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          1 year ago

          Also games have gotten way more complicated since the gameboy colour era. I’ve coded a basic 2D physics engine from scratch (literally just circles with soft collisions) and its not just enough to set up the vector math correctly. You can literally make a true to real life physics model (as far as the math of infinitely rigid perfect spheres on a perfectly flat plane goes anyway) and have all sorts of problems crop up because computers aren’t the universe and order of computation is a bitch.

      • EldritchFeminity
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        1 year ago

        Even the first Dark Souls had game ticks tied to the FPS because consoles had been standardized to 30 FPS for decades.

        On the PC port, it was locked to 30 FPS, but a super popular mod unlocked the FPS, and at 60 FPS DoT effects ticked twice as fast, and at even higher FPS could kill you before you had time to react.

        • Klear@sh.itjust.works
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          1 year ago

          GTA San Andreas has an option to uncap the framerate on PC, which outright breaks certain mechanics.

    • Honytawk@lemmy.zip
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      1 year ago

      The last time I had that bug was with Oblivion.

      It was the first time I played it and found the combat frustratingly difficult because of the increased speed. Especially in dungeons where I had to bait enemies one by one just to not get overwhelmed. One hand was always holding a healing spell as well.

    • notfromhere@lemmy.ml
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      1 year ago

      If you try it again, emulators like dosbox let you slow the game down to be playable. I don’t remember the exact setting but I’ve had to do it on things like Freddy Farkas iirc.

    • tiredofsametab@kbin.social
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      1 year ago

      At my buddy’s house, he had a game called something like ‘wings of glory’ that was meant for an older clock speed. We were messing with the turbo button and it quickly became unplayable when not in the slower mode.