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Why do video game devs tie game mechanics to framerate?

I recently tried to play Wolfenstein New Order, I realized that unlocking the framerate makes the game break. why? (sorry for bad english)

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  • Not a game dev but I've done some programming and I love games so I'll take a stab. There's a few reasons I can think of:

    1. That's how the engine they're using works. Game engines take a long time to develop, and so if you're using one off the shelf or from a previous project, it may be from a time when tying behavior to the frame rate was a low overhead tool for timing that would cause few if any issues. Given that Wolfenstein is a Bethesda title and they've made many games with similar engine level limitations, this seems most likely to me for this particular case.
    2. They never intended to release it that way, and just set it up that way early in development to start getting to the real gameplay work. Then the deadline came around and it wasn't a high priority in terms of getting the game out the door.
    3. Probably doesn't apply to Wolfenstein, but for indie games that have one or only a few developers, none of those people may have done much programming before, instead being more focused on other aspects of game design. So if you're learning as you go, there's a good chance some hacky things will make it in to the final product.
  • A big problem with an unlocked framerate is the physics system, which you can generally solve in two ways:

    1. 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.
    2. 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.

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