Quote from Poision Envy:
Quote from J_SNAKE:
Variable fps will mess up the game-mechanics.
How?
but only in discrete intervalls. Imagine you want a higher fps, but you still expect the same game-speed.
How is that achieved? By scaling all the movement in your game according to the elapsed time between those intervalls,
and they cannot be constant in general (otherwise they would be fixed, right?), they can even vary from frame to frame
on the same machine. What technically constantly happens are multiplications with varying values. But they are not exact
and do accumulate rounding errors over and over. That can cause a noticeably different outcome during gameplay than expected from time
to time, especially in borderline situations. Another possible thing for example is that an action is supposed to be executed
after 70,6 frames if it is supposed to be fair. But there is no such thing, it has to be executed
either in frame 70 or 71, depending on implementation.
An often error of reasoning even amongst some developers is
to think that I am worrying about insignificant details. However it is not the case once you start realising
you face many borderline-situations, especially in games with a sportive layer. The outcome of borderline-situations is
what makes the weighty difference, and it is absurd to think it is insignificant.
With that attitude my game would not be perfectly relyable and glitchy. Games have to be perfect
by principle, it is what everyone should aim for, if he can afford it.
It can be mentioned that a fighter is more prone to this problem than a first person shooter. That is why you often see shooters with variable fps.
The main reason to go with variable fps is simply performance: it is less prone to bottlenecks because it scales to the hardware. But you are sacrificing sportive gaming-quality. If the application is rather a simulation or emotional experience than a game then it is ok.






