No idea why they attached the FPS directly to the hardware.
It’s the most trivial and straight forward thing to do. The game is a simple loop of:
get user input (can be nothing)
calculate new game state based on old state and input
draw new game state.
The speed of the game is now 100% dependant on the speed of computation. NOT attaching fps to hardware is the hard thing, as you need to detach the game state loop and the drawing loop and then synchronize them. Doing that yourself is extremely complicated. Today developers don’t even need to think about that because the whole drawing loop is abstracted away by things like directX/Vulcan and the game engine. But without those tools, fps tied to CPU speed is basically the default.
Then vs Now (startrek.website) angielski