this post was submitted on 25 Jan 2024
1382 points (94.9% liked)

Gaming

2947 readers
1 users here now

!gaming is a community for gaming noobs through gaming aficionados. Unlike !games, we don’t take ourselves quite as serious. Shitposts and memes are welcome.

Our Rules:

1. Keep it civil.


Attack the argument, not the person. No racism/sexism/bigotry. Good faith argumentation only.


2. No sexism, racism, homophobia, transphobia or any other flavor of bigotry.


I should not need to explain this one.


3. No bots, spam or self-promotion.


Only approved bots, which follow the guidelines for bots set by the instance, are allowed.


4. Try not to repost anything posted within the past month.


Beyond that, go for it. Not everyone is on every site all the time.



Logo uses joystick by liftarn

founded 1 year ago
MODERATORS
 
you are viewing a single comment's thread
view the rest of the comments
[–] [email protected] 32 points 9 months ago (6 children)

Yeah I remember the specific clock speed thing! I had a game that I loved on a friend's computer and didn't get to play it much. Some sort of space sim / combat game. Years later I had my own much more powerful machine and was hyped to check it out. Installed via dosbox or whatever, loaded it up, and it ran at fucking 10x speed! It took seconds to walk around a city and the combat was completely unplayable. So sad but also pretty funny. No idea why they attached the FPS directly to the hardware. If you want an easier game, just get a worse computer apparently.

[–] [email protected] 44 points 9 months ago (2 children)

No idea why they attached the FPS directly to the hardware.

It's the most trivial and straight forward thing to do. The game is a simple loop of:

  • get user input (can be nothing)
  • calculate new game state based on old state and input
  • draw new game state.

The speed of the game is now 100% dependant on the speed of computation. NOT attaching fps to hardware is the hard thing, as you need to detach the game state loop and the drawing loop and then synchronize them. Doing that yourself is extremely complicated. Today developers don't even need to think about that because the whole drawing loop is abstracted away by things like directX/Vulcan and the game engine. But without those tools, fps tied to CPU speed is basically the default.

[–] [email protected] 13 points 9 months ago (1 children)

And in fairness a lot of microcomputers at the time were closed specs. Even on PC for a while you were theoretically aiming at a 4Mhz XT or, at worst, also wanted to account for a 8MHz AT. By the time IBM clones had become... you know, just PCs, a lot of devs either didn't get the memo or chose to ignore it for the reasons you list.

Most of the time "lazy devs" are just "overworked and underfunded devs", but the point is, that didn't start this century.

[–] [email protected] 13 points 9 months ago

Also games have gotten way more complicated since the gameboy colour era. I've coded a basic 2D physics engine from scratch (literally just circles with soft collisions) and its not just enough to set up the vector math correctly. You can literally make a true to real life physics model (as far as the math of infinitely rigid perfect spheres on a perfectly flat plane goes anyway) and have all sorts of problems crop up because computers aren't the universe and order of computation is a bitch.

[–] [email protected] 9 points 9 months ago (1 children)

Even the first Dark Souls had game ticks tied to the FPS because consoles had been standardized to 30 FPS for decades.

On the PC port, it was locked to 30 FPS, but a super popular mod unlocked the FPS, and at 60 FPS DoT effects ticked twice as fast, and at even higher FPS could kill you before you had time to react.

[–] [email protected] 4 points 9 months ago

GTA San Andreas has an option to uncap the framerate on PC, which outright breaks certain mechanics.

[–] [email protected] 12 points 9 months ago (3 children)

SoundBlaster.

So glad things like that are the past.

[–] [email protected] 11 points 9 months ago* (last edited 9 months ago) (2 children)

Hah. In fairness, sound cards weren't "minimum requirements". It's just that depending on the hardware you had the game would just have a completely different soundtrack, 75% of which sounded completely broken. If you were lucky the "minimum spec" was silence. If you were unlucky it was making your beeper sound like somebody had tripped a car alarm.

People these days are out there emulating Roland MT-32s on Raspberry Pis. I didn't have a sound card until the Pentium era. Every DOS game in my memory sounds like a Furby got a bad case of hiccups.

I leave this as an example, but please understand this is the absolute best case scenario. Michael Land and the rest of the Lucas guys were wizards and actually cared to tune things for multiple options, including really impressive beeper music.

https://www.youtube.com/watch?v=Fr-84mjV3CI

[–] [email protected] 4 points 9 months ago

I had a TI-99/4A (It's part of the reason I'm a Texas Drunk) with the speech synthesizer peripheral. Everything sounded wild.

[–] [email protected] 3 points 9 months ago (1 children)

I have heard the difference of sound cards before in a video explaining it, but it is still just a wild too me to hear it, and nearly a bit difficult to imagine it actually being that way. Like I KNOW it was how sound on computers was at that time, but it is still hard to imagine my games sounding so completely differently depending on what pc I play it on.

[–] [email protected] 6 points 9 months ago* (last edited 9 months ago) (1 children)

I have the opposite problem, where I have to remind myself that a lot of people making these memes just don't have a frame of reference for any of this. I'm used to having been there for the vast majority of home computing, it's so hard for me to parse having been born with computers just mostly working the way they do now.

Oh, and while I'm at it, it also looked completely different:
https://www.youtube.com/watch?v=xo2_ksqxbiQ

Changing GPUs these days mostly just changes your framerate. That wasn't always the case.

[–] [email protected] 2 points 9 months ago

I can somewhat comprehens the difference in appearance and sometimes game play, but at the same time not really. I have seen the same game be different on pc vs console and a third version on handheld, and while I know this where all computers, I still very much think of them in the way of game consoles you could also do computer things on, even though I know that they were computers that you could play games on.

I blame it a bit on terminology, every time I hear about old computers, they are always referred to much more similar to how we refer to games consoles today then we do with computers. It is an Amiga 500, Amiga 1000 or an Atari 7800 or Atari ST. That is much more similar in my head to like Nintendo Wii, Nintendo Switch, PlayStation 2 or PlayStation 4.

I have never really heard computers be referred to in that manner now a days, they probably are to some extent in some circles, but I have completely managed to miss them, and I do have some interested in computers. Like I can tell you I have owned a Dell, a HP and a Lenovo amongst some, but I would really have to do some digging to maybe be able to tell what version of them it was.

I know my current one start with G and the following looks some what like lam, but I only know that because it kinda looked like Glam so I named it that and because I have needed to Google that exact model, to look up some stuff.

I can however understand how you feel having grown up with with the computers and now talking to and interacting with a lot of people that never experience the older ones. Realising that people have a completely different fram of reference to something is a very weird thing to experience and somewhat difficult to navigate.

I am however happy that you and other people do have different experiences as then I could learn about how sound cards made games sound completely different or how changing GPU or computers manufacturer could completely change the game.

[–] [email protected] 2 points 9 months ago

Man I loved the hell out of my SB16. I still play a lot of old DOS games in emulation and work pretty hard to get them to sound like I remember vs the higher fidelity versions.

[–] [email protected] 2 points 9 months ago

set blaster=a220 i7 d1 h5 t6

[–] [email protected] 8 points 9 months ago

The last time I had that bug was with Oblivion.

It was the first time I played it and found the combat frustratingly difficult because of the increased speed. Especially in dungeons where I had to bait enemies one by one just to not get overwhelmed. One hand was always holding a healing spell as well.

[–] [email protected] 3 points 9 months ago* (last edited 9 months ago) (3 children)

Sounds like Commander Keen?

Edit: I meant Wing Commander

[–] [email protected] 2 points 9 months ago

Damn there's a throwback. Annnnd I feel old now hah.

[–] [email protected] 2 points 9 months ago

That's it! Wing Commander!

[–] [email protected] 2 points 9 months ago

At my buddy's house, he had a game called something like 'wings of glory' that was meant for an older clock speed. We were messing with the turbo button and it quickly became unplayable when not in the slower mode.

[–] [email protected] 2 points 9 months ago

If you try it again, emulators like dosbox let you slow the game down to be playable. I don’t remember the exact setting but I’ve had to do it on things like Freddy Farkas iirc.