Posted September 16, 2019
Back in the days of MS-DOS, if you would try to run a game on a computer that's significantly faster than what the game was designed for, it would run really fast. (For example, try running Ultima 2 (without the fan mod that's out there) at a high cycle count under DOSBOX; if the game doesn't crash with a division by zero error when you load it, it will likely run way too fast.) However, that doesn't seem to happen with modern games; if you take a modern game with low system requirements (like a typical indie game) and run it on a fast machine that far exceeds the minimum requirements, it will still run at a reasonable speed.
My question is, why doesn't the modern game run too fast?
Furthermore, if writing a game, what would be the best way (on a modern computer) to control the speed of the game so that it doesn't run too fast? How is this done in modern games?
My question is, why doesn't the modern game run too fast?
Furthermore, if writing a game, what would be the best way (on a modern computer) to control the speed of the game so that it doesn't run too fast? How is this done in modern games?