ZenoArrows / The-Simpsons-Hit-and-Run

Switch port of The Simpsons: Hit & Run original source code from 2003
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Inquiry on decoupling physics from framerate #52

Open MotoLegacy opened 1 month ago

MotoLegacy commented 1 month ago

Hi Zeno, thank you for your work on the ports of this game. I'm sure you know from your time working on them that the 30 FPS target and frametime-dependent physics, the game (specifically vehicle physics) are very unpredictable when they go above this.

I see you have #48 to track a cap that would alleviate this, but I was curious about the work that would need done to normalize the physics so those who would opt to leave the framerate > 30 could keep the gameplay consistent?

Thanks again for your work.

ZenoArrows commented 1 month ago

The port is based on the PC release, is it also an issue there when playing at 60FPS? I was hoping to improve framerate enough to hit 60 consistently (if that's possible) perhaps that would solve it?

MotoLegacy commented 1 month ago

The port is based on the PC release, is it also an issue there when playing at 60FPS?

Yes, 60FPS generally problematic (though obviously still playable). You will get infrequent occurrences of vehicle "bouncing" and vehicles like the canyonaro are unpleasant. Going above 60 stability exponentially worsens. PC users nowadays use a mod launcher to cap the framerate ti alleviate this.