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Many parts of the game is made based on the 30 FPS limit of the original game.
If you haven't done it yet, enabling the VSync does fix a few of the bugs/glitches as it lock the game to 60 FPS. Some bugs/glitches do remains, but it's far less absurd.
Here's an example of the kind of bugs/glitches that will remains even with the framerate locked at 60 FPS:
https://steamcommunity.com/sharedfiles/filedetails/?id=2427987492
Why is their neck like that? I'm no part of the devs who worked on it, but my guess (as a dev specialized in gameplay mechanism) is that the game might have, originally, apply the "head orientation" calculation in-between rendered frame, but since even at 60 FPS the games runes twice (2x) the original intended framerate, the game apply 2x the neck + head rotation that is supposed to apply, resulting in their head going 180 degrees instead of just 90 degrees.
I noticed also an impact on the "difficulty" where AI will hit you far more often and fast and quick if your Framerate is high. Might guess is that there's not really any kind of "bullet physics" from the AI, but instead more like a raycast being sent from the AI's guns and some visual particles going "pew pew" visually when they are shooting.
I noticed when playing Vegas 1 and 2 side by side on Terrorist Hunt that the reaction times in 2 are far higher, being able to insta kill you around corners before it seems like they've even gone around it. Although, to be fair, that's kind of how I imagine the Xbox version too, and I'm imagine Vegas 1 would suffer from the same framerate based issues as Vegas 2?
From a non-game designer point of view, it kind of blows my mind that developers in 2008 were still tying so many game mechanics/animations to framerate. I know Bethesda does the same thing, but that's about all I can think of that outright breaks the game.