Starfield's performance is locked on Xbox, Todd Howard says, causing worry about the space sim on PC, but a God of War Ragnarok dev comes to Bethesda’s defense.
I’m not in the industry, but I’ve dabbled in Unity and that’s just kind of how it works by default. You create a game object and it gets an Update() function that is called once per frame. You’re encouraged to perform calculations and update it’s position in that callback.
You’re supposed to use Time.deltaTime to scale your calculations based on how long it’s been since the last frame.
But that takes effort and it’s very easy to just not do that and your game will still work fine in most cases.
I imagine there is some reason we still see this. Any devs in the Industry lurking?
I’m not in the industry, but I’ve dabbled in Unity and that’s just kind of how it works by default. You create a game object and it gets an Update() function that is called once per frame. You’re encouraged to perform calculations and update it’s position in that callback.
You’re supposed to use
Time.deltaTime
to scale your calculations based on how long it’s been since the last frame.But that takes effort and it’s very easy to just not do that and your game will still work fine in most cases.
Unity also has FixedUpdate which is encouraged to be used for any physics related updates.