Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Personally I love it, outside of the UFO Catcher being too hard now.
I've had some absolutely amazing ragdolls, particularly while using bullet weapons. people just slide around slowly on the floor after being shot. this should be a feature, a goofy ragdolls checkbox tbh.
also, it's probably less about weight and more about how velocity, friction, and gravity calculations are done on them at higher framerates, which makes them appear as if they are quarter-weight, atleast at the frame rates i play at.
It's a damn shame, they have a brand new "dragon" engine... with the same old problems, probably as a result of poor programming practices.
It's bad that this physics tied to framerate issue exists but can't say I'm surprised.
It's not so much poor, as it was the standard programming practice for years to ensure stability without needlessly complicating things on console games. high frame rate support in console ports is a very recent trend, kicked off by a surge in esports and high frame rate display adoption over the past 5 years. afaik, (nearly) every ps2 game tied physics to frame step. They opted to put the task on the CPU instead of vector unit 0 because VU0 is a pain to work with, and linked the physics event updates and checks to frame step.
https://www.reddit.com/r/askscience/comments/3aq9we/why_do_video_game_devs_tie_physics_to_framerate/
Still, I attribute the problem to the fact that current devs learnt in times when consoles provided uniform hardware platform with standardized gfx resolution and framerates. Today, most low level physics simulation or rendering is handled by libraries containing standardized solutions that evolved beyond these obsolete limitations.
The problem is that people often don't know about such tools, and if they do, they are not used to working with them, or still tend to do stuff "their way".