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Raigor

Member
May 14, 2020
15,146
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store.steampowered.com

Need for Speed™ Unbound on Steam

Race to the top, definitely don’t flop. Outsmart the cops, and enter weekly qualifiers for The Grand: the ultimate street race. Pack your garage with precision-tuned, custom rides, and light up the streets with your style.
 

elenarie

Game Developer
Verified
Jun 10, 2018
9,819

Frostbite games separate the concepts of simulation (updating the game logic) and presentation (displaying number of frames). This means that you can run one at a higher fidelity without the other being impacted significantly.

Simulation mainly impacts the CPU.
Presentation mainly impacts the GPU.

This way you could run Battlefield 1 with 120 FPS because the game's presentation renders 120 frames per second, while the internal game logic runs at 60 tick rate (updates 60 times per second). Fun fact, this separation of concepts is also what partially allowed Microsoft to enable FPS Boost for so many Frostbite games. This is also how you keep a consistent experience between higher end and lower end devices, especially on PC, something that is very important for multiplayer games (consistent simulation rate would indicate that all game clients are kept in the same state consistently while on the same game servers).

Opposite of this you have games that contain everything in the same update rate. This is a legacy architecture and causes issues such as certain features breaking when the game's FPS fluctuates or the game runs at slower / faster speeds.
 

Jaded Alyx

Member
Oct 25, 2017
35,380
the tick rate of updating physics

Physics might have been run at 30fps the previous games and now they run at 60fps?
As in, you can render the game at whatever FPS you want but doesn't mean the simulation of the cars is running at that amount.

Frostbite games separate the concepts of simulation (updating the game logic) and presentation (displaying number of frames). This means that you can run one at a higher fidelity without the other being impacted significantly.

Simulation mainly impacts the CPU.
Presentation mainly impacts the GPU.

This way you could run Battlefield 1 with 120 FPS because the game's presentation renders 120 frames per second, while the internal game logic runs at 60 tick rate (updates 60 times per second). Fun fact, this separation of concepts is also what partially allowed Microsoft to enable FPS Boost for so many Frostbite games. This is also how you keep a consistent experience between higher end and lower end devices, especially on PC, something that is very important for multiplayer games (consistent simulation rate would indicate that all game clients are kept in the same state consistently while on the same game servers).

Opposite of this you have games that contain everything in the same update rate. This is a legacy architecture and causes issues such as certain features breaking when the game's FPS fluctuates or the game runs at slower / faster speeds.
Thanks 👍🏿