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6
The new warbond is absolute garbage!
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Hermit Wizard
1
Is there a way to get through here?
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Wykah
14
After dawn of war 3 and Coh3 I think this will suck(((
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C4NNED
29
[Announcement] Iris Pre-Registration
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prinnydewd2
1
Is prior knowledge of EU 4 required?
3
Newererester tech
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Arcano
174
8
why 60fps cap in 2025?
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Darkstorm
Publicado originalmente por csand:
Publicado originalmente por Darkstorm:
Ok.
The article starts with fixed delta time - it tells you that if delta time is 1/60th of a second and fps is higher or lower than 60 your simulation will be faster or slower. This means if your FPS goes below 60(which is not that hard to achieve in Nightreign), it would have consequences as your FPS would go above 60. Aka in multiplayer environment where one player goes at 60 FPS, another would go higher and another would be below for each of them game would run significantly different and it would be the case of "speedhacking". Do you see speedhackers in these games all the time? Does Elden Ring/Nightreign have 60FPS guaranteed all the time like when you abuse Night Maiden Mist for example? Hence you gotta "fix your framerate" so article continues. Now you need to read it because at the end of it you will learn how to "free your physics" from the rendering. And there is a case of having game ticks at fixed time step of 50 per second, and rendering frames at 60 per second. You can replace it with 60 logic updates per second and 72 fps (from proportions) and answer your question, good luck. Btw. it doesn't care that much about rendering speed anymore. So it doesn't have to be 72 FPS anymore.

I am glad we agree then, lol. The frame timing is optimised for 60 ticks (as you call ticks, I call steps) per second, animations and physics tied closely to framerate, so From use variable frame time and vsync to account for fluctuating FPS (downside being in some cases showing microstutters or frame pacing issues on some PCs).

If you notice, Elden Ring and this game (and Sekiro, Ds1r - Ds3) actually won't let you play online at over 60fps or under a certain FPS threshold either. Physics and animations are still tied to that magic number of 60 - even in Elden Ring (albeit to a lesser extent) there re some weird things that can happen if you go over 60fps

I imagine they choose 60, because 60hz is the most common for consoles/TV which is ultimately what they develop for. AC6 updated for support of 120FPS which is nice, so I think we'll see that in their future games
I don't think we agree. Look at DS2 and weapon durability mechanic, it's framerate dependant, and it's that very first case in the article you linked that I refer to "speedhacking". When you have game states independant of frames, then you have solid outcome everytime. Rendered frames are not required to compute physics. It just renders players position and frame of animation so you have visual representation of what is going on. If you stand still, and press button to go forward for x amount of time game can easily calculate exact frame of animation, exact frame of the roll if you pressed roll, and you need 0 render to do that. Render is the outcome and it can happen at 30, 60, or any framerate and it's irrelevant. Look at CS 1.6 it had that little app to host "dedicated server". It has to compute your position, the hitbox, collisions and eventual headshot. It is a judge if there was collision or not. It is precise and efficient because it doesn't need to spend power on rendering anything at all.

See, I was sort of "working" on some fan project of an old game that has problems with the FPS higher than 60. Not having too much expierience in programming, I was mainly trying to make sense of how the formula for the melee damage works. I spend quite some time on testing every unit and write down the damage it deliver. There were some values in the game files but that was pretty much it and they were not making any sense. It turned out the values were the DPS, and it had to be multiplied by the animation length. If animation was 30 frames long, that is half a second this means the hit will be 0.5 of that DPS value. And if you run the game at 120 FPS, game played animation as normal, but once it was finished the game thought twice as much time has passed or animation was twice as long. This resulted in doing double damage, and in multiplayer it only worked for the player who was using 120 FPS so it was essentially cheating. The game has new engine coming along nicely and I could add this little to the whole thing, now despite you having 60 Hz screen and 60 FPS or 144 Hz screen and 144 FPS or anything inbetween the game just doesn't care because the states are computed independently of the rendered frames, of how many can output your hardware.

This is why I think that FromSoft locked FPS to 60 despite getting rid of the mechanics tied to FPS (like mentioned before weapon durability), because if your framerate goes down to 50 from 60 you will not notice it without FPS counter, if it drops to 40 you can quite notice something is going on. If you started at 144 FPS with drops to these levels you would feel every single one of them. You would feel even these from 144 to 60, which at 60 FPS would not happen.
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[H] Driver Gloves Black Tie FT 0.22 fv. + AK Vulcan FT 0.18 fv. [W] offers
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★Cpt.MAIKER★
En el foro "PEAK Looking for group"
1
ascent 7
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Sava Baraba
5
An observation
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Emberfogó Freeman
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