When game doesn’t need 60 FPS
KEVURU GAMES
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When game doesn’t need 60 FPS
316 просмотров · 8 дн. назад
KEVURU GAMES
683 подписчика
316 просмотров · 8 дн. назад
Everyone wants the same thing from a game port: 60 frames per second. But getting an old game to run at 60 can break things you never knew were tied to the frame rate.
This video looks at why that happens, from the 1990s PC games that literally ran too fast on newer processors to modern engines where physics, animations, durability, cooldowns and even enemy behavior can depend on how fast the game renders.
Lets look at real examples, including Dark Souls 2’s weapon durability bug at 60 FPS, Skyrim’s physics going wild above 60 Hz, Kingdom Hearts bosses behaving differently after the jump to 60 FPS, Dishonored speedrunning glitches, and the years of modding work behind Bloodborne at higher frame rates.
Timecodes:
00:00 The Turbo button and the promise of sixty frames
00:46 Why old games count in frames instead of seconds
01:38 Dark Souls 2 and the weapons that ate themselves
02:34 Skyrim physics, Kingdom Hearts bosses, and speedrun glitches
03:36 Fixed timestep, determinism, and why this isn't lazy code
04:44 What a proper port does about it
05:23 Game porting services at Kevuru Games
Kevuru Games is a full-cycle game development studio working with
publishers, indie developers, and game companies worldwide.
→ Game art: 2D art, 3D art, concept art, character design, AAA game art
→ Animation: 2D animation, 3D animation, VFX
→ Development: Unity, Unreal Engine, PC, mobile, console, game porting
→ Outstaffing: hire game developers, 3D artists, concept artists & more
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