A big problem with an unlocked framerate is the physics system, which you can generally solve in two ways:
You tie the physics to the framerate. Problem is that this introduces all sorts of weird behavior, caused by rounding errors and frequency of collision checks. For example, objects could start glitching through thin walls if their framerate is low because collisions are checked less often.
You run the physics at a fixed internal interval. This solves a lot of problem with the first approach, but also means that you have to put in effort to mask the fixed framerate through interpolation/extrapolation if you still want to keep the actual framerate unlocked.
So Wolfenstein New Order probably went with the first approach, made sure their physics system stays stable within a certain FPS range (30-60), and then locked the FPS beyond that.
Let’s say you don’t tie game mechanics to frame rate. How often should you update the state of the game? 50 times / second? 100 times / second? You need to pick a fixed rate if you want to keep the physics engine consistent. If you make the rate too high the game will not run on low-end machines, so you need to find the right balance.
But let’s say you make it 100 times / second. Now between those updates, nothing changes. You can render at 500 FPS, but you’ll be rendering the same thing five times before anything changes, so the extra frames are useless. There are ways around this. You could perform interpolation of object positions between the previous state and the new state (but this introduces input lag). You can keep things that don’t affect gameplay (e.g. eye-candy animations) running at the full FPS. But none of these things are trivially obvious. So it becomes a question of ambition, competence, and the will to put time (i.e. investor’s money) into it. Hence many projects simply prioritize other things.
I’m not sure what interests you most (or if you’ve already done this), but one thing I’ve always enjoyed is trying to tackle all of the shrines. Each of them has their own puzzles that’s different enough to keep me entertained, and the access to skip travel points is great for whatever else you might be doing.
You can also try to get korok seeds but those are sometimes even more annoying than the regular side quests
Edit: Sorry for the double comment, my app was glitching
Your starter will not be appreciably stronger than other tems. Most are balanced out to be somewhat usable I’m the endgame, whether it be by stats, moveset, or ability. I would argue that some starters are just better than other due to their type being hard to find until mid game and useful early on. Also, tems that don’t evolve will be way stronger in the early game, since they are somewhat balanced with tems that do evolve later on.
Don’t be scared to experiment with different tems and see if some fit your playstyle better, because of that.
There are also occasionally hidden or hard to find areas that have a very small chance to find a tem that’s only available there. These tem are usually pretty good, so you may want to spoil yourself if you want to catch them all.
Also, much like Pokemon’s IVs, tem have stats that vary. However, these numbers are visible to you. If you know you want a tem on your team, it might be worth catching a few for better stats.
Finally, unlike in pokemon where creatures evolve at a set level, tems evolve after gaining a certain number of levels after capture.
I completed all of the shrines before I beat the game, and found it enjoyable. I also really enjoyed running around the depths collecting all the lightroots. I enjoy exploring caves and wells too, so that’s next on my list to complete. Grinding for armor sets is tedious to me so I’m skipping it…
In the past, games were developed with specific hardware in mind. They didn't really think of how their game would run on modern PCs 25+ years later. Some games even used that as a feature, famously, Space Invaders devs noticed that the game started speeding up as players destroyed more of the enemies because it didn't have to render them and so it made the game harder as you progressed which was more fun!
By the way, there are ways to run retro games with speed limiters, you've just got to look into it more.
I am glad that others saved the source code elsewhere and kept it alive. How does deDRM_tools by noDRM avoid takedown due to piracy? I use that on a regular basis, and I am afraid that it might be taken down someday, and surprised that it is alive for so long. How has it stayed alive for so long?
You have one “frame” where you just do everything: read the player input, do whatever actions, calculate collisions and physics and whatever, and draw everything when all those calculations are done.
Then you move on to the next frame and do everything again. Everything lines up all the time and always happen in the same order. Simple, quick, and consistent.
To decouple calculations and framerate, you don’t know when the game will try to draw something. It might be in the middle of when you’re calculating collisions, or moving the units, or calculating physics. Or you might end up doing multiple calculations while the GPU is slow and can’t draw anything.
So you have to add an extra layer in between, probably saved to some memory somewhere. Now every time the GPU draws something, it has to access that memory. Every time you calculate something, you also access that memory. Let’s hope they DON’T try to read and write on the same spot at the same time, that could cause bugs. And so much memory access, you’ve basically doubled your memory bandwidth requirements.
It’s complicated, more resource intensive, and introduces potential bugs.
And not just easier, but cheaper. On lower end platforms it’s expensive to do floating point calculations all over the place because you don’t know how long it’s been since the last frame. If you can assume the frame rate, you can get a lot of performance back too.
Go find all of the armor pieces in the game. Some are quite tricky to find. Then if you want the extra challenge, upgrade all of that armor to its max.
I wonder what they got from Sony. Ideally it’d be some promises about Sony reducing exclusives themselves. Exclusives suck for everyone but the company that owns the exclusive console. I don’t personally own an Xbox, but I still want Sony to cut it out with their exclusives.
100%. I stopped playing a decade ago, but when I played I was always amazed at the behaviour it brought out in people. I would watch people who I considered friends IRL turn into abusive jerks when I played with them. It’s this weird prisoner’s dillemma of a game where the psychology of the game appears to encourage ganging up on the weakest player.
League was the poster child for toxic communities a decade or so ago when I played. It must have gotten better (it certainly couldn’t have gotten worse!) if this isn’t the top comment by a mile.
I bought a Rust ages ago, back when the development basically had it turning into a new game every year. Maybe I just got lucky back then, but never had a toxic interaction.
Cut to last year, when a group of guild members went to Rust so I redownloaded it after 5 years. Most of us only lasted a few hours and we tried half a dozen servers lol.
Not sure if this still happens, but for groups of 4 that used to want to play together, there was no way to lock the team or kick from lobby. So what would happen is you’d get match-maked in as the 5th player, and as soon as the game started, your team would kill you. This would happen about 25% of the time with random matchmaking.
I ended up quitting R6 Siege because of the toxicity and constant slurs on voice chat. It’s a shame because it was otherwise my favourite competitive FPS.
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