Is THIS why the physics in GTA San Andreas felt different on each console, and WAY different on PC? I have always suspected something like this but never knew for certain.
Is THIS why the physics in GTA San Andreas felt different on each console, and WAY different on PC? I have always suspected something like this but never knew for certain.
What most people perceive as a different feel is the input to display latency. On a TV with a controller that can easily be 4x higher than with a mouse on a PC screen.
In the early days, Microsoft did a famous study of how strongly input latency affects the way how people use office software. If I recall correction, 50ms in additional latency would lead to significantly less exploratory behavior.
And I think we all know that intuitively from the web. When a bloated newspaper site needs 5 seconds to load, you start to consciously consider if you really want to click that link, as opposed to just checking out everything slightly related on Wikipedia.
Would be quite interesting to look at that, if anyone has a link.
[0] https://idl.cs.washington.edu/files/2014-Latency-InfoVis.pdf
On my feeble attempts at searching, the results were instead filled with laments about high values of latency on touchscreens and modern PCs.
IIRC all places I did learn from did tell to throw everything into the game loop and remember to use delta since last frame in all calculations
Would you know what contributed to the ItD latency discrepancy back in 2004? I would imagine a CRT TV vs a monitor to have much more similar latency, as well as a wired gamepad versus a wired KB+M. But I'm far from a specialist in this kind of thing.
The effectiveness of this exploit differed on PAL (25fps) and NTSC (30fps) systems, with the exploit being easier to perform on the former.
When Microsoft ported the game to the Xbox One, they raised the framerate to 60fps, this made it even harder and less effective to perform on remastered versions of the game.