TLDR: A fixed frame rate fixes all of my physics problems, but is a fixed frame rate game viable nowadays, or are there compelling reasons to ship with a variable frame rate?
I am making a physics-heavy game that simply breaks when I run it with the default variable frame rate. In this example, I am calculating the stopping distance of a moving object, and then indicating the stopping point with the arrow.
I tried substepping, but unfortunately it did not fix the issue. Frame smoothing did not work either.
However, when I set a fixed frame rate, it runs beautifully…the physics all just work…regardless of how high or low I fix the frame rate. (any slight stutter here is just the gif)
So…
Is fixed frame rate viable for a production game nowadays?
What happens if I set the rate too high and the player’s machine can’t run it?
Is running a fixed frame rate viable for a multiplayer game? (I have not tried this yet but want to in the future)
I tried setting the frame rate at 200, and the game simply ran at my max frame rate of 165. So is there no consequence to setting the rate too high and just letting it run at whatever the machine can run it at?
I read that fixed rates are not ideal for games because it could potentially prevent players from utilizing all of their graphical hardware capability, and therefore the game would not be taken seriously. Any thoughts on that?
Any other consequences I’m not thinking of?
Thanks in advance!