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I'm a developer, but not a game developer. Making the decision to hardcode game logic to only accept 33ms frame time sounds like a pretty dumb choice.

I'm not a game developer, but I am a realtime system developer. We could hem and haw about all the different hypothetical ways all the implementation details can suck, but locking and/or hardcoding for certain framerates is a perfectly fine decision. Doubly fine when those frames aren't graphical.

Easy but contrived example: If I hard code a purpose-specific audio pathway to only operate at 44100hz, that can be a perfectly acceptable design decision given the purpose. How deeply the code assumes that rate can be indicative of code quality, but if the assumption is hard to excise from the code in performance-critical areas, well that happens.

Here is the part where I have to qualify I'm not saying more than I've said. I'm not defending the use of 30fps cap here, or saying that this game's code is any good overall. The gaming customer has higher realtime expectations than 30fps, especially on PC. And although I haven't played this game, the market is showing it is a bad product beyond that.

I would wager that if your fix is to artificially cap performance of your software, then something in your code base sucks majorly. Call me crazy.

In a realtime system, consistent performance is a more important goal that maximum performance. For games that want high-end graphics, the goals are to have maximum performance on data of highly variable complexity, push the limits of what can be done, but rarely (if ever) whiff on the real time deadline. I won't disagree that most game codebases have pockets of major suck or that a locked rate can be a bandaid for sucking, but it is not indicative of such.



Very interesting, you are correct. Thanks for this reply. My experience has always been in the world of 'performance is king', it's easy for me to lose sight of the idea that systems do exist in which such a limit is beneficial.




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