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can somebody explain me why physics are linked to the fps of a game? isn't this stupid programming? ( should be fps independent )
hardcoded.
ask bethesda for an explanation
http://forums.bethsoft.com/forum/180-pc/
As for ways to remedy the Physics Bug; as what others have pointed out, cap your FPS to 60
Its not just this game I have several other games with the same thing. 120hz monitors just weren't available, or commonplace at any rate when the game came out And no, Bethesda isn't about to fix it.
Its not a bug, its a deliberate design decision. One of my least favorites, but still.
The only fix is a framerate limiter.
A culture of competition has arisen among game enthusiasts with regard to frame rates, with players striving to obtain the highest FPS possible, due to their utility in demonstrating a system's power and efficiency. Indeed, many benchmarks (such as 3DMark) released by the marketing departments of hardware manufacturers and published in hardware reviews focus on the FPS measurement. LCD monitors of today are built with three major refresh rate in mind. The most common is 60 Hz, which can be used at any resolution without requiring high quality computer systems to render, and then 120 Hz and 144 Hz. The 120 Hz standard also supports what is known as 'lightboost' technology in some monitors, where strobing lights behind the monitor reduce ghosting at high FPS rates.
Beyond measurement and bragging rights, such exercises do have practical bearing in some cases. A certain amount of discarded “headroom” frames are beneficial for the elimination of uneven (“choppy” or “jumpy”) output, and to prevent FPS from plummeting during the intense sequences when players need smooth feedback most.
Aside from frame rate, a separate but related factor unique to interactive applications such as gaming is latency. Excessive preprocessing can result in a noticeable delay between player commands and computer feedback, even when a full frame rate is maintained, often referred to as input lag.
Without realistic motion blurring, video games and computer animations do not look as fluid as film. When a fast moving object is present on two consecutive frames, a gap between the images on the two frames contributes to a noticeable separation of the object and its afterimage in the eye. Motion blurring mitigates this effect, since it tends to reduce the image gap when the two frames are strung together. The effect of motion blurring is essentially superimposing multiple images of the fast-moving object on a single frame. Motion blurring makes the motion more fluid for some people, even as the image of the object becomes blurry on each individual frame. Motion blur can also induce headaches when people play a game that requires concentration.[20]
A high frame rate still does not guarantee fluid movements, especially on hardware with more than one GPU. This effect is known as micro stuttering.
The frame rate within games varies considerably depending upon what is currently happening at a given moment, or with the hardware configuration (especially in PC games). When the computation of a frame consumes more time than is allowed between frames, the frame rate decreases.
Thats assuming you have the headroom capacity to start with, basically that equates to a large amount of extra processing power, for the sake of a few scenes here and there. So its anybodies guess as to whether game coders will think it's worth it or not. And most console games still only run at an average of 30 fps, half that of a Skyrim on a PC. You do the maths.
See headroom capacity above, latency has neve been a problem for me.
Uh huh.