Can I make Chapter 2 IMPOSSIBLE to beat?
ฝัง
- เผยแพร่เมื่อ 4 พ.ย. 2024
- I haven't laughed this hard in a stream in a while
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Spiff: “I have infinite knowledge of the game”
Also spiff: *Dies because he doesnt remember to close a door*
can't access all of it at once
My brain has like 1kb of ram
@@AstralSpiff if that isn't the most relatable thing I've read today, I don't know what is
@@AstralSpiff wait you get ram? mine is 4 byte
Helllo fellow neon
5 and 10 fps is scarier then the whole game itself
"Actaully, it's spelled like Than" 🤓
actly it bruhnoun like dan smile face
wow i didnt know that my typical gmod fps was so horrifying
These dumbasses in the reply 💀
ACTRULLY IT SPLD LKE THANNNSAHUDHUOAGFUIS D*(FB Y(F 🤓🧐🤓🤮😲😮😮☹🙁😢😎🤠🤓🤓🤓
I didn’t even know Mommy could turn around mid-exit, that was incredible
exactly
i physically jumped
@@boiofkoi Me too buddy!
@петя It is, but also realize that this is a unique instance of this programing being used in an otherwise very linear chase sequence. When MLL has been on a very set and designated path for all the rest of the chase, it is a shock to suddenly see her diverge from said path and chase you directly. It is how the programing works, but the way the people are responding is the intended response for it, and im sure the Devs are happy they were able to achieve that, even in a slightly roundabout way. People are allowed to be surprized, that's intentional, it's a horror game.
She can't, but Astral spanked her ass and that made her mad.
5:40 Mommy does this when you take fall damage. Something about going into slow motion messes up the scripting for voice lines and sound effects. So when you take fall damage, or go into a “slo-mo” (as I like to call it), the game realizes the audio will “end early”. So it replays audio on a sort of loop that makes it last as long as it should if you didn’t take fall damage. I hope that made sense.
You got the time wrong it’s 5:19
@@thekraken8082 Ah yes my mistake :p
Making any game impossible simple, just corrupt the files and tell a friend to play. They will claim they can’t open the app, if so, then just tell them “skill issue”.
The ultimate strat
What if I don't have a friend?
@@c-arfredvillaluz7961 kidnap somebody
Nah delete the movement controls that would make it funnier
@@c-arfredvillaluz7961 i can be your friend
15:50 That is the evilest grin I've ever seen in my _life_ and I am living for it!
I remember straight up cry-laughing at 1 FPS. What a glorious day.
The only problem with being faster than light is that you can only live in darkness; unless you're blind Spiff, then you will see the light through your eyelids in some perverted instance of Clairivoyance
@@Fergusand Lmao
@@Fergusand blind short for blindfolded
@@Fergusand Blind Spiff though
Blind is a wide spectrum.
@@MagicalBread yeah like without my glasses legally I’m -super- blind (-11 ish on both eyes, aka high to extreme myopia), so even tho I can still technically see the law apparently thinks otherwise lmao
For reference since no sites I’ve found even talk about anything past -6 to -8, my vision starts to blur about three inches from my face I think? Maybe worse since I last checked but I doubt it. So without my glasses I usually close one eye when stuff is near my face so I’m not cross eyed :P
11:12
"Hey, this is what a lot of the runs that I verify look like"
*Proceeds to jitter trying to swing*
Mans is gonna be playing on a slideshow and will still beat it I swear
TRUE
No cap
Fr
30 seconds per frame
I've been there smh, shitty pc gang
Shoutout to the two people, one of whom wanted to ask out their crush, and the other wanted to come out to their Dad. I hope it went well for both of them.
I appreciate the fact that spiff knows the “color theory childrens hospital” tumblr meme
Too bad he won't tell us where he got his shoelaces
Idiots really trying to sound like the smartest person in the room when they bring up Color Theory, it would work much better if 1
There was no splatters, either make it a straight line or a curvy one that’s solid and has no splotches to the side. That’s how you solve the horrific look of it
It’s hilarious
@@AstralSpiff agree
@@Predator20357 or just make it literally any other colour that isnt red or brown
5:57 that genuinely scared me. Usually jumpscares don’t get me but, wow was I not expecting her to Turn around like that.
5:40 I love how it goes from "Hiding" to "Nearly spotted" to "Spotted" in a few seconds
Lol
Spiff: Talking about something serious
Title Screen: GREGORY, DO YOU SEE THAT SMALL VENT-
Monitor: WHaT cOLoR ArE YoUr BaLls?
Chat: *crusty gamer noises*
30 fps: *just flying*
20 fps: *manageable teleporting*
10 fps: *goes to the quantum superposition and crosses five universes*
5 fps: *father, is this what death feels like?*
1 fps: *fcking ascends*
Imagine 0.1 fps
@@SMG9000. 10 seconds per frame gang.
@@SMG9000. *remember 20 fps? Man that felt great*
1 FPS : Heaven?
0 fps:
Becomes an elder god
Hey, that's me at 14:36 and I finally decided to give an update to anyone who is curious and sees this. Me and my crush are roommates at our university and are very, very close friends. Neither of us know if we're actually dating or if we're just very good friends but that's alright. Hopefully a few people who are curious sees this.
Could ya give us an update?
Update time ‼️ are y’all dating yet
update!!!!!
Thanks for the update, I hope you and your crush will be happy with how your relationship will unfold
Hey everyone asking for an update!! We're still roommates attending the same university still :). Still not "officially" dating however the line is still very blurry for both of us what counts as dating and what doesn't lol.
I am pretty sure people we meet just assume we're partners anyway.
Spiff, I never thought I’d spend 20 minutes watching a video like this but your content & the community you’ve fostered is just fucking unmatched
@@psgamer-il2pt No. I said “like this.” As in a video about a dude changing the FPS for twenty minutes. My attention span is fine lol
@@phe.mp3 ???
8:06 i'm glad you were able to clear this up, because i'm pretty sure my first gameplay was at 30 fps (stream was lagging too hard) and it took me so long to get through that chase section. feel better now
Its so weird that she can count a number twice. You would think the full countdown would be one audio file instead of each number individually
Yeah exactly I was thinking the same thing!
Maybe it has something to do with the player being able to hear her while running away? Like, if you want the player to continue to hear her count, it might just be easier to spawn each individual audio file on top of the player than it is to make one large audio file that follows the player.
@@Tytoalba777 But they could just make it get quieter the farther you are from her
@@Tytoalba777 I mean, that could be the reason why they did it, if it makes sense is another question :D
What i would like to know is why it is even possible that it repeats numbers, that should be a simple script that knows what came last and play the next one accordingly when appropriate.
@@Teivy h
3:18 reminds me of how the physics engine in skyrim is also fps based, so if you don't edit the config of the physics engine, playing above the rated fps (60 in skyrim's case) starts to mess with physics, the higher, the worse it becomes. My favorite quest broke because the game would force a swimming animation preventing the "tonal locks" in the quest from being activated
Honestly I'm surprised how much games rely on fps to properly calculate physics
There are a number of Capcom console games that all functions were tied to frame rate or used to be. When they ported them to PC, the games would play at double speed or worse
Take my word with a grain of salt but currently as a student programmer, tying functions to fps is really easy because each frame is one update cycle. Converting that fps into real world time is more difficult for sure but much less error prone if done properly.
For most game engines, you can update things either at the mashines frame rate or a fixed frame rate. For user input or UI, the machines framerate generally feels smoother, but for physics you should use the fixed one. What often happens is that developers still calculate the physics on the machine rate by mistake, i think thats the case here
Poppy playtime is like those old games that relied on the CPU speed but with FPS
I mean, it’s literally the only thing that can measure time in a computer besides time itself, so if gravity and other stuff are measured by seconds, it’s only natural to come up with a solution using fps
The fun thing is fixing the swings propably isn't much harder than multiplying the acceleration you get whilst swinging by the frame delta (so the time in between the frames). It is literally one multiplication to fix the bug. But thats also the reason bugs like this are so common, as it's easy to miss just one multiplication.
The 20 fps issue may very well be the fact you didn't choose an increment of 6. Since base line fps is usually 12, 24, 30, 60, 120, etc. Putting it at 20 for example might be making it be completely missing 4 frames of physics calculation
Small edit, never got this many likes on a comment lmao
Which would explain glitching into the wall.
It's weird Astral didn't think this through, FPS trickeries are pretty well known in the speedrunning community
Oh good point I didn't know that
:O Smart!
I was hoping for large brain comments like this thank you
I think the game actually helps you, from what I’ve seen, his momentum shouldn’t have made him cross on a few occasions, but there’s a spot during the swing where he speeds up and lands perfectly. I think that’s the game’s way of preventing low frame rate soft locks, or simply not having the weird physics in mind and losing.
AstralSpiff:"Damn, you slow af"
Mommy Long Legs: *"...and I took that personally"*
this had me rolling, underrated comment
This shit is not funny hella overrated@@Kingbee642
Sort of unrelated, mainly to the game, a game called "Mindustry" had an FPS glitch you could exploit with ONE turret in the game. The turret was called a "Scorch" and it's damage was FPS based... so a Highet FPS, it did enough damage to last you SO many waves. It was unreal. People even did challenges with this glitch called the "1 Scorch Challenge"
Its been patched, but it was still hilarious to know you could defend your base with just ONE Turret dealimg INSANE damage.
It amazes me that people can tell the difference between 30 and 60 fps. I only notice an fps drop when the screen freezes and my ram bursts into flames
Anything past 30fps and 720p I cannot tell the difference between
Same here, I used to play on a brick held together by tape and 30 fps was both my maximum and preferred count
When I switched to a better computer I still preferred 30 fps as the cutscenes in 60 fps look extremely janky or weird
I only notice when it's a sudden change or in very reaction based games
@@gerickollarena To this day, I can't watch things in HD without thinking it's some kind of hidden horror
Physically playing 30 and 60 is a big difference, watching a youtube video you cannot tell the difference due to the youtube qualities below 720p using a fixed 30fps, along with most videos only rendering at 30fps in the first place
7:52
“Little did he know, that was exactly how it would all end”
I played a point and click game called "Full Throttle" in the early 90s. Many years later I got nostalgic and wanted to play it again. I had learned, in my search for it, that in the process to of porting the game to modern pcs that its fps was tied the the processor speed, making it unplayable as it was too fast.
Oh! Like Space Invaders difficulty progression was caused due to fewer enemies making it lighter on the processor?
No. While most of the game is point and click and relation building, there is a segment of the game that functions like the the highway chase in FF7. With higher processing speads of modern computers everything zips around making it impossible to defeat enemy mobs and collect specific items to progress the game.
@@Noveler00 if its like an MS DOS game or something, you can set the cycle speed in the config of whatever tool you're using to play it
@@xenon4057 it was a Dos game, but it was years ago that I played it and the version I found already had a fix.
YOu can use DOSBOX and change the CPU throttle speed with one of the F keys... and done. You just have to match the number to what you consider realtime, then you can go full screen
I also... Think of Maureen some times... and i think of Asphalt and troubles :P
Good luck with that shitty wall puzzle near the end tho'
funfact: The reason FPS is tied to how the game functions is because FPS is how many times the computer can run its input calculations per second. Increasing the frames means shortening the calculation times, so the game would compute faster. If a game was made to operate to a specific limit of frames per second, increasing it would fuck over the games timing and calculations as time-based actions would not correspond with the calculating speed of the code.
Tl;dr, the fps is code calculating speed. If you speed up the code, but leave time-based events as is, it gets desynced.
The reason going lower than 30 could be that the physics engine will break as most calculations are based off the previous frame, and after how the engine functions, 20fps is too low and the next frame is too late for momentum, so every frame will set the momentum to 0 as to the code, the moment when the last frame should have been was nothing, so every movement resets to 0.
Take this all with a grain of salt though. I'm not a professional. Just someone who learned about how coding works.
Fun explanation on why FPS matters in some games.
Short: Developers lazy
Long: Games typically include a 'delta' or 'time' variable (how many seconds its been between each frame) for all per-frame functionality. This is to prevent this exact same issue where if you were to say pull something by 1cm per frame, playing at 240fps means you pull 240cm a second, Proper way to handle this is by multiplying the speed youre pulling by the delta. So instead you get correct pull for every framerate, even if you were playing on 1fps you would still pull at the same rate.
Oldest rule in the book and yet some devs still commit that same error nowadays
I dont undestand why they doenst write it in code, like PullSpedd = current Fps.Arent this a thing ?
Your short answer is literally the first thing I think whenever I hear anything being tied to framerate, I never knew the technical (and still only have a very basic explanation, and probably only one of many) but I always knew it was something game devs solved ages ago so it has to be pure laziness
In KSP, if you've got two objects in the same orbit orbit, but both going the opposite way of each other (so, both moving towards each other), you likely won't get a collision, because the game checks the position of every object per frame, so they would basically just warp through each other unless you have a crazy high framerate in like the tens of thousands. (Or unless you get very lucky). This however, usually isn't an issue, as you're generally not on a collision course with satellite.
@@expepem189xl3 I'm not quite sure what you mean, but having the pull speed at the current FPS creates the problems you see in the video. It is a beginner's mistake to do that and not something you should see in a professional game. As the original comment said, you should have a set speed but multiply it by the delta to ensure equality at all framerates.
16:57
UUUHHH
MY EYES!!!!
it's 10 pm and everything is dark, but Poppy Playtime beats you with white into your eyes!
The swings might be possible, barely, but I'd love to see someone try the whack-a-huggy at 5 fps. In fact, I bet all the minigames are impossible much below 30.
Musical memory could be possible if you memorized the locations of each button and were just listening to the instructions
@@Tytoalba777 There's memorising locations, and then there's compensating for low-frame input lag. I doubt you'd be able to compensate within the time limit. The minigames make a blindfolded run of ch2 impossible too.
That's what they said about the randomized boxes in ch1
Spiff will find a way
No. FPS ≠ Movement speeds, it equals everything.
Speedrunners: are you challenging me?
Yes, I acknowledge this joke is overuse
i got scared the at the same time spiff got scared, usually this game NEVER gets me to make scared noises, but i YELPED when mom turned around- other than that ive just bunched myself up when seeing her crawl on the walls due to being almost deathly afraid of spiders lol
Well suits him for slapping mommy in the backside lol hahah
ya know it's funny because I am also deathly arachnophobic but for whatever reason mommy long legs doesn't spook me. something about her just being a pink noodle ig
hey spiff you're probably the only person I've ever watched that has made me go to my kitchen and grab a pair of pots and pans so I can bong with chat
Psh, I can make _all_ games impossible to beat, and I don't even do any tricks!
I can make it impossible by putting a can of tuna on my keyboard. My cat will lay there for hours, and I will get nothing done =D
Completely unrelated though. My laptop can barely run anything.
Tilted [all] gang
are you challenging spiff? also cute oc btw
@@miki123p9 That's SCP (fan?)art.
@@optimisticwatermelon Haha! I have a real fancy laptop myself, but am too afraid of running anything other than browser games. Cool Math has never looked so high def.
Him smiling after getting across at 5 fps just makes me feel good, he looks so happy with him self because he is.
i dont think he realized that in the big jump, the game actually HELPS you get across, because no matter how slowly your jump is moving, once you cross a certain point and let go, the game kind pulls you to the other side, (at least this is what it looks like when i saw him do it at 30 fps
Yeah, it looks kinda automated, so regardless of speed, as long as you let go at the right time it will work. Sorta like Sonic going though loops
Even the Mommy Longlegs in the thumbnail is throwing her hands up in despair like: “SPIFF HOW DID YOU DO THIS?! 😦”
I've ran into that same Mommy count a couple of times. It's whenever you hit the bottom of the stairs and enter the bullet time mode. Her count is connected to an internal timer that slows down whenever you enter the bullet time mode, but her voice doesn't get slowed down with it, so the game recorrects it like that.
To quote GLaDOS:
“For science, you monster.”
physics should never be tied to fps, they should use the deltatime so it works the same no matter how fast it is
Thank you for posting stuff like this. It really makes my day, and the funny stuff helps me deal with the loss of my cat being put down
Your an amazing youtuber and twitch streamer! Keep making amazing content
As much as I find the game relatively tame in terms of being scary, 5:56 caught me off guard...
Lol
Spiff: "Damn you are so slow..."
Mommy: "And I took that personally."
Spiff: Shows footage of 120fps
Also Spiff: Renders the video at 60fps
I guess TH-cam would have a problem with that because double amount of frames means double the size of the file which means double the amount of space that it takes on the server and double the amount of electricity needed to send that video from the server to your screen
And to my knowledge the human eye shouldn't even be able to see a difference between 60fps and anything that's higher than that so I don't get why you would go higher than that
@@kanalzumkommentieren2169 the human eye can pretty easily tell the difference between 60 fps and 120 for example
@@variableaxis9652 well I can't
@@kanalzumkommentieren2169 The eye doesn't see in frames, it sees in light, up to the brains development on whether or not it can tell the difference.
@@masterchief6443 Yes I know that
my eyes aren't cameras
It's hilarious how there's a cheer with complex physics ideas like quantum superposition, immediately followed by a cheer that reads, and I quote, "FRAME TWERKING."
5:50 over-clown-fidence is a slow, and hillarious killer.
i love a how scared spigg was at 6:08 when he didn't stay long enough
Spiff's job is literally to break the game and then beat the game after breaking it, I love it
the reason that the game relies on fps for the speed of the pull is because let's say we have a ball that moves 10 pixels per frame, so on 30 fps that's 30 frames per second, so the ball moves 300 pixels per second, but on 60 fps that's 60 frames per second, and again, the ball moves 10 pixels per frame, so that means the ball would move 600 pixels per frame
playing this game on 30 fps with the limp swings reminds me of the batman arkham asylum anti piracy measure that makes it so you cant glide. like yeah you CAN beat the game but the developers made it alot harder and like 0 fun because you pirated it. except instead of an anti piracy measure poppy playtime introduces the "anti poor measure" where if you're too poor for a computer that can play the game on 60 fps you just have to hold that L.
Great way to force people to get a job so they can buy a good pc.
@@no1cratee49 not really especially for people like me who are in middle school
@@LightIsFlummoxed skissue
@@no1cratee49 because i will definitely work for months or even years to get a good enough pc just to play poppy playtime instead of other games that are a lot more fun, creative and worth more than a game that makes you pay for the first chapter and the second chapter
Well if they have enough money for a good pc they wont need to pirate it!
2:32 Good to see Giorno's taking his mafia duties seriously
I can’t wait for the jumpless, sprintless, blindfolded run coming soon mr spiff
5:45. The only time when mommy has a brain cell and waited for you
Am very glad my donation about hot cocoa being soup that ended up w me having a stroke made it into the video, makes me very proud of my typing skills
Edit: wanted to mention that the stream was amazing and I loved the 1 FPS swinging. I was rolling in the floor audibly laughing once you ascended. Brilliant entertainment
no but you made some solid points: since hot cocoa is wa w mášs soup.
stream gang
9:27 20 FPS is like when you are trying to run from a killer in a nightmare, no joke
I have two separate ideas that work in unison for how this works.
One, the game only adjusts the player's speed and checks for collision on each frame, so on lower framerates your acceleration is basically unchecked, and collision doesn't work as it should.
Two, whenever you swing and let go, the game pulls you a bit to the correct landing spot. You can see on a number of playthroughs that a swing clearly failed, they hit the ledge instead of landing on it, but suddenly they're just fine. So long as you enter the general area you're expected to land in, the game gives it to you, regardless of if your angle or speed were correct.
What makes any game impossible to play as spiff? Playing without a timer...
Chat would murder him
At 12:11 I got the “you got a lotta nerve” Honkai star rail add and it fit perfectly. Like, shockingly perfect.
If anyone wants an explanation of why that arrow game breaks when changing FPS: It’s cause all of the math is dependent on the frames instead of real time.
Here’s the visualization: Let’s say the game moves things 1 inch each frame. 240FPS guy would move 240 inches, and 30FPS guy would move 30 inches. You don’t want that. Let’s say instead the game moves things 100 inches every second. Now everyone is moving the same speed regardless of frame rate.
Hope this is simple enough without being boring to understand
But why do people tie it to FPS? Especially when you allow it to be changed?
@@Predator20357 You can’t just call a set amount of time in like 99% of game engines. You have to tie it to FPS. Although these issues can be solved if the developers just included delta timing.
@@lake4433 I see
@@Predator20357 Code runs every frame, so by default all the math is tied to the FPS. Introducing the concept of delta time (the time between frames) is what allows different frame rates to play at the same speed. It’s a weird concept to understand at first
FYI: Most game loops run every frame, but there are also framerate independent game loops which could run more or less often than the current fps, mostly implemented on a fixed timestep. (That's the case with most physics simulations)
11:54 Spiffs default facial expression makes it so much more funny
FPS Tie-in was also a problem in Fallout 76, The FPS determines how fast your going so people with NASA computers could just run at Mach 1, (Highly doubt it's been fixed though considering it's a Bethesda game)
Bro fallout 76 was a problem
@@yourfriendlyneighborhoodjinx the entire game, nothing is salvageable it's just a PROBLEM
It actually had the same thing for all the fallout 3d games, which is why speedrunners limit their frames to 60fps.
It's been fixed for quite a while now
Vbut it's a feature
The movement of objects in games is sometimes connected to the frame rate, because everything happens once a frame. So in code if you say "move player forward by 1" the player will be moved 60 times a second with 60fps and only 30 times with 30fps resulting in a slower movement speed. This can be fixed by just multiplying the speed value, in this example 1, by the time between the frames so you will be moved more if you are not moved that often.
I recently watched another youtuber skip the green hand on accident and then he got to the claw puzzle and realized lol
kaif
@@demonblade700 yep lol but I don't want to look like a promoter :|
@@cupcake8876 ah
Kaif lmao
@@MrOofio64 kaifs the good shit
5:57 karma and if you want to watch in slow mo also, cool jumpscare noise
This reminds me of that one jump in Portal 2 in the underground Lab where game would give you enough momentum to barelly make the jump,
with how the swings glitch here the game might attempt to correct/save your swing so that you won't die because you missed 1 pixel
Fun Fact from a gamedev, it's slightly more complex than this but essentially when coding a game it makes all the physics calculations by default by how many times the scene is rendered, with each render accelerating/decelerating whatever you need, hence, a game at higher fps (by default) is simply just a sped up version of the game. There's an extremely easy way to get around this for *most* physics purposes, and that's just multiplying the calculation by time.deltatime which essentially divides the calculation by the framerate of the computer and you end up with a per second basis which means any framerate change is useless.
It *looks* like the Poppy devs might have fixed the object physics by just adding that deltatime fix on... but then forgot to add it to the character pull acceleration???? That's just my guess as soon as you get into more complex stuff like grappling hooks it can get more complex very quickly but this is generally only if multiple physics based mechanics interact and that doesn't look to be the case here...
That feeling when they forget to multiply the swing speed by deltaTime
Which will make it so the swing and physics aren’t determined by frames but by how much time you’ve spent in the game. (I don’t know how this works so well but it does)
This is my understanding:
To oversimplify it, every frame represents a set time, and the delta is basically counting that. So it doesn't matter if it takes 10 seconds or 15 seconds, what matters is the amount of frames necessary for that time to cross. The frames are the same in either situation so that makes it a lot more consistent.
Ty for pumping out these videos, spiff 🖤 I’m so fed
God, Spiff is the only guy I know who willingly wants to attempt to play a game at the same FPS as my $100 acer laptop from ebay when I was 12 years old.
i watched this on 144p and dam it makes it A-LOT funnier. Thank you spiff for the amazing content recently
2:52 at least the devs on that game knew the limitations of their code and hard capped it. Like come on guys, at least moving boxes slowly didn't matter in the first chapter, but now they know that this was an issue, why not test for it. Like you would think playtesters would find this.
Edit: they probably did but lazy dev. no fix lol
Somebody in chat said the factory was being held up by duct tape and I couldn’t get over that 🤣🤣
I think some of my favorite moments in these vids are when something insane or funny happens on screen and two or three seconds later you just see chat absolutely explode on the side of the screen
BRO, this man is gonna play this game on a MacBook, be on 0 fps, be controlling with his toes, and he's gonna beat it I swear to floppa
It was hilarious to watch Spiff just fail... I think doing this challenge would be great with 30fps
Tip:DONT FUKIN USE 20fps or lower IN POPPY PLAYTIME
4:25 if you played superliminal theres a level i think the third one which is specificly made to cause terror were you follow a blood trail exactly like that one but in the end you find a generator lighting everything up, calming music plays, and the blood actualy was a red paint bucket somebody spilled
*This appears to be a fantastic example of quantum physics*
5:50
Spiff: makes fun of mommy
*DIES*
Karma
Well, FPS is not actually just for how you see the game
Generally, a game is (technically) a giant script (or more) that runs on a loop, so the methods and lines in one are always being read and every time they are read they draw a frame (very simplified and only really true for apps and games explanation)
So it isn't exactly that the code depends on the frame but rather the frames depend on the code (if you simplify it again by a lot and only keep in mind the scope of app and game)
But we can force the engine to read the script slower or faster to suit our needs
Of course only so long as the machine can handle it
Because after all, to draw these frames we need the CPU of the pc to work and read the script but if it is not as great as we need it to, it will read the lines slower and therefore draw the frames slowly as well as getting calculations wrong due to the time between draws being larger than what we want
So the reason why physics in (usually indie) games made in Unity, Unreal or other free and beginner friendly engines tend to be wonky depending on frame rate is because the "main" method in which we usually keep all the important lines usually depends on the frames so if the frame rate is lower or higher, the calculations will come out wrong
Of course there are ways to fix this since we game devs understand that having an FPS reliant game won't get the desired experience yo everyone, the main way to do this is to simply multiply everything for the elapsed time also known as Delta Time that allows the calculations to be based on the time between frames rather than the frames themselves
This allows the calculations for physics and other things that should work independently from frames to factor in the lag or the difference in time in between frames in order to present the desired experience no matter the machine
Though depending on the engine this can be possible or not
In case it isn't, then the less elegant but more easy solution is in fact to just lock FPS to a number of choice even if it will not work as well in case of lag or FPS drops
Though keep in mind that all of this might be inaccurate because I'm no expert
I just teach how to use Unity and make games myself as a hobby so I can only make educated guesses on why something happens and how to fix them or how they work
The true intricacies of what happens behind the scenes is mostly math magic to me
“im no expert”
also you: *explaining the full inner workings of fps like a nasa rocket scientist*
Spiff: damn u slow af
Mommy: WHAT DID YOU SAY
I watched the vod of this yesterday, and would have loved to see how the mommy chase would have gone at 20-10 FPS. But I think everyone in the steam would have started living in 10 FPS by the time you got there
The way that the music slowly raises at the end as he realizes he did it. Thats the good stuff.
I am never going to play poppy or sb and I don't really care about speedrunning, but your videos are so interesting that I can't stop watching them
3:42 Basically, some games run certain code on every frame. Which is nice, but not great, due to the issues mentioned. There should be some built in way to make events frame independent in a modern engine, but I guess some developers forget about it because they are probably testing things on higher end computers.
Fun fact: The PC release of Dark Souls 2: Scholar of the First Sin had a problem where weapon durability was tied to fps. Your sword would break twice as fast if your computer was too good. Thankfully this has been patched.
The only time a good computer punished you..
This is just dark souls.
I may have figured out 5:19. It happens when you break your legs falling, as time slows down when you do it. Then when you recover, the game tries to remember where it was when the countdown was left off before you broke your legs, and starts from there. It's happened multiple times, but only when I've skipped the stairs and broken my legs
This is pretty interesting, good work Spiff!
Yeah this is a bug in all games. Even though most games dont really show it. Because they use the previous frame time to essentially normalise anything time related. If you have jittery framerates all objects in games will move a different distance each frame. Most of the time one frame late
But what seems to of happened here is they forgot to times the timer by frame times possibly using a consent. This means if the constant is 0.1 and it updates everyframe and you running at 30 fps your final number will be 3 but with 120 fps your final number will be 12
One game that has this problem is the old lego island game where movement speed is dictated by framerate
As the devs forgot to make it frame independent
Btw with the online game this is very different
So you have the client which is your computer and the server
The server will be running at a fixed tick rate depending on the developer lots of competitive games run at about 80-100 ticks while less competitive games run at lower tick rates. Now this doesn't mean lower tick rate is bad. Minecraft runs at 20 ticks.
The computer can essentially emulate the entire environment on the sever and they will get the set updates per second getting player position, weapons, ai, ect ect.
The higher the number is the more precise times you can get though. So though you increased your fps the sever tick rate wasn't increased. This now introduces the possibility of you sending a call faster than the sever can respond which is when you arrow is spawned. It also means that the sever is running a slight bit behind you. Finally leading to the arrow appearing in a previous spot.
Btw games max sever tickets is essentially the equivalent of fps as if you play an online game and its tickrate is 80 no matter how high above that threshold you go you wont see any ingame performance only more visual performance and smothing. This means that you play games like minecraft at 20fps constantly with frames in-between that add nothing
16:05
"NO BLOODY WAY"
-onyx
Mouse sensitivity in LEGO Star Wars The Skywalker Saga appears to be tied to fps so I literally cannot play the game on my laptop. Even when I have the sensitivity turned down to the minimum in game, via windows settings, AND dpi adjustments it still moves my camera like a full 360 degrees every time I move it a centimeter because I don't have a good enough device to play it.
30 fps: hard but doable
20 fps: a bit harder but still manageable
10 fps: a hole gets ripped in the space time continuum
5 fps: reality begins to tear at the seams
1 fps: Ä̷̜̻̹̲̹͈́̈́͑͋̈́̉͂̈́̕̚͘Ş̵͚͙̥̓̓̑̈̆̀̍͛̎͗͜C̸̨̮̬̠͙̓̉̋͒͆̿͘͝É̴̖̫̫͇͎̰͍̰̟̪̼̬͉̃̕͜N̸̞̯̝̦̦̪̓̄̊̄͒̆S̵͔̩̹̞̰̝̭̱̠̬̲̻̺̯͖̅́͑͗͐̔͘͘͠I̴̛̹͊͐̓̽̍̑̈́̿̌͛̚O̴͇͒͑́̍̾N̶̢̡̢͍̮̯̫̮̜͈̠̭͍͂̓̄̈̀͝͝
I love how that Zalgo Ascension translates to "How to" according to Google
For anyone who is interested, the reason he was moving so much each frame is the time between each frame is really long. The physics engine moves objects something like: (Velocity * TimeSinceLastFrame) So if the time between frames is really long you move very far as it's trying to keep the speed consistent. But each frame it applies Gravity, Checks collision, etc when fps is this low it doesn't get a chance to apply gravity or check collision very frequently, so instead you shoot off in the direction you're going with almost nothing to stop you, the reason he would then shoot back, is because of the grapple, it would realize you went too far, so once the next frame comes it will then add some force to push you back, buuuut as we know it can't do that reliably anymore, so instead you shoot back. This results in the constant flickering of your position, sometimes even going through walls because it's not doing enough collision checks.
5:52 Spiff: damn you slow as fuck
Mommy: _THE FUCK YOU SAY TO ME YOU LITTLE SHIT-_
Lol
1:17 DOG OF WISDOM WHERES MY WISDOM
I feel like Spiff's computer worked harder at 5 fps than the normal amount.
It had to artificially make it 5fps
it's not that that spiffs really good at this kind of stuff, he just lacks the ability to quit.
A lot of functionality that get run looped or otherwise runs on what known as Tick which is essentially FPS. There is a value which dev SHOULD multiply by the tick speed called DeltaTime to make the values somewhat consistant but most dont or forget.