Maybe the most significant issue is that, for some reason, the Seekers of the Storm update has tied Risk of Rain 2's physics systems to its frame rate. When asked about it on Discord, Gearbox developer GBX-Preston said FPS-related issues, "and all the ramifications on balance/physics/attack speed/movement/etc. were not intentional. This is in our top handful of issues we're investigating." As a stopgap, he said players experiencing issues should lock the game at 60 fps.
It's in Unity, isn't it? So rather than multiplying the speeds by Time.deltaTime when you're doing frame updates, you just don't do that. Easy peasy. They've got that real "Japanese game devs from twenty years ago" vibe going.
Or even a decade ago. Dark Souls 2 had some enemies' attack animations tied to frame rate, like the Alonne Knights. So they attacked incredibly fast on PC compared to console.
Minecraft has this wonderful mechanism where everything is dependent on game-tick/server-tick, which is independent of player FPS. Why do modern developers keep using FPS for game physics?
Thats great to hear. Not surprised about Starfield tbh, but I am surprised they fixed it for F76, considering it relies largely on the same tech as F4, which does have that limitation.
From what I’ve read they tried to combine the console and PC version into a unified single version. Gearbox must’ve seen the Borderlands movie and sought to lower the bar below the ocean floor.
From what I’ve read they tried to combine the console and PC version into a unified single version.
JFC. Starting off with something that is cross-compatible is one thing, but trying to merge the two codebases together... that's a 2-3+ year effort, minimum.
Destiny 2 still struggles with this. Some enemy attacks 1 shot because at high frame rates they hit the player multiple times as the projectile passes through the player character's model